[X] "We gratefully accept."

The saying goes hold your friends close to your heart, but hold your enemies closer.
 
[X] "We gratefully accept."

We can find an excuse to be rid of him latter once we have what we need. While he can spy on us, we have the opportunity to return the favor and if we're lucky, we'll have the means to ruin him.
 
By the way, who is this guy and what do we know about him? I've lost track of a lot of the details...
Last time you saw him two years ago, he was sort of a prick and asked for 10-20 budget to give you the leverage he totally had. The implication now is that Palmira is asking him to keep an eye on you.
 
INTERREGNUM MONTH 7.2
Martial
Faerie Prep
DC: 20. Roll: 22 + 5 + 2 + 1.2 = 30.2

Learning
Fey Aids
DC: 25. Roll: 23 + 2 + 1.8 = 26.8

Stewardship
Contract Drafting
DC: 25. Roll: 24 + 2 + 3.3 = 29.3

Piety
Into the Fae Court I
DC: 30. Roll: 25 + 3 + 9.0 = 37.0

Random Event Roll: 20

Into the Melusine Commonwealth


Thevenet apparently takes his job seriously, and comes in the next day. Specifically, sometime just after three in the morning one of your triplines ring, but whoever was poking their nose into your scheme doesn't seem to have stuck around long enough for you to poke back.

When morning breaks and your office hours open, Thevenet arrives in slightly ruffled business attire. You make a note of his sloppiness - it may be a small personal choice, but people tend to be made up of all the little personal choices they add up along the way.

You, of course, greet him in perfect business formal, albeit somewhat….adjusted due to circumstances.

When you enter your business space, however, you notice a shift in register. His slouching form straightens, and his expression shifts from the smug grin of a good awakening to a narrow calculating focus. As you describe your plan, his focus wavers, but it is wavering between your map and the map in his own mind - he very clearly knows his stuff.

"You've got a good idea for most of your assembly, and getting Kerrie established as a noble is definitely a good way to disguise the more outrageous things you'll probably do. Most of your tools fall into place with the invention of Madam Kerrie - now your delegation looks like a nouveau riche trying to break in, which, in all honesty, it is. Two things stick out to me, though," Thevenet says, applying a razor sharp wit through the fuzzy imprecision of his own language.

"You've got to get Ophelia her own position in the group. Out here she's the Maiden of Light, but that's not actually an occupation - she never actually got a formal job with the King, so if she went she'd be treated as a separate group entirely. I assume that's not what you want, so I'd suggest using your new law firm to give her a formal position in the group. Remember, the fae are very literal - if you come in under the King's authority, you need to have formal positions given to you by the King."

Mm. Extremely reasonable and useful. So this was probably the good news.

"The other problem is that this means that your group has to have absolute discipline. You need to always be careful when you're doing things for fae; what grudges are to dwarves, favors are to the fae. You do a fairy a favor, they'll spend the rest of their lives trying to get out of debt to you. The fae do you a favor for free, they'll spend the rest of their lives trying to collect. In their domain, they get to collect."

You blanch. Thevenet nods.

"Mostly, though, things are at least workable. They're not quite as rigid as they used to be, and having me around means you can cut out a lot of the negotiations and counteroffers for the day to day affairs. The big problem I was thinking of was actually with the mercenaries. I trust you to keep your people in check; I do not trust your Etrellan mercenaries to successfully keep it in their pants," Thevenet says in a complete deadpan.

"Is sex such a huge problem?" you ask sceptically.

"There's a lot of taboos around sex, some of which I suspect is intentionally cultivated in order to create exactly this situation of forcing recompense," Thevenet shrugged. "Let's get the commander in before we discuss further, though."



The good captain, of course, asks the question in a rather distinctive manner.

"Are the Melusine girls so bad we need to threaten premature contract termination over it?" Captain Baroch immediately and distastefully punts over to Thevenet.

"Well, if your men decide to fuck the ladies of the lake, that's binding until death do them part. I hope that none of your men are married, because that one night stand is going to be the law of the land for them going forward," Thevenet casually shrugs.

"Well, mister diplomat. Is it worth it?" Captain Baroch asks, waggling his eyebrows.

Thevenet smirks.

"Captain, the same thing's true in reverse. They only get one shot too," he replies, eyebrows waggling.

Captain Baroch laughs uproariously. First his head leans precariously back, and then once he's rocked himself three times to the tipping point and no further, his body slams down and his arm descends, slapping his thigh mightily.

"Point taken, point taken," he says. "Sorry, buddy, but I'm gonna have to skip out on this. I don't think I would accept that deal for all the treasures under the hills, let alone all of my boys."

You look at him a little crossly.

He raises his arms innocently. "I know that I'm skipping out before our contract is up, and I'll pay out the early termination fee. I'm a man of my word, and fortune's always been my foremost friend; I won't hesitate to pay it forward now, you can rest assured of that."

Captain Baroch stands up, salutes you, and takes the Horns of Plenty with him out the door.

You look back at Thevenet very crossly.

"I'm truly sorry about this," Thevenet says, and you dearly wish that he was obviously lying, "but I thought it would be best to resolve this while you had the chance to make alternate arrangements, as opposed to discovering this imprudent fact far too late to do anything about it. As an apology, would you accept a recommendation for an alternate bodyguard group?"

You'd love to say no, but you probably can't.

Probably.



As you enter the Melusine Commonwealth, several things become clear. The cave system you had to enter through was dark and twisting - probably an intentional illusion that would help lose any would be pursuers, but the actual nation is a vast cavern underground, one that you cannot possibly fathom being the size that it appears to be.

Oh. Right. Illusions.

You very suddenly realize describing your surroundings as a lush array of farmlands and villages on a gentle rise leading to a high castle is futile to counterproductive; the vast majority of the landscape is probably illusory, and you can't be certain unless you start tossing rocks and finding out.

You hesitantly agree to let Thevenet speak your case to the queen first. When you enter the great crystal hall, it even seems like a good idea; you do not miss the shiver that passes through the honor guard when they see you, one that the queen apparently shares. Your image was unsettling to them? Something to investigate later.

Thevenet, meanwhile, presents your delegation as an investigation force into possible wrongdoings committed by the current King, against the case law without passing overriding legislation. Of course, there are multiple organizations behind the effort; he hopes the Queen understands when he says he speaks for them.

Besim, of course, is his usual self.

"Wh- but that's ridiculous! How can the King, who may I remind you, is force of law, conduct an investigation into the King for crimes against the King against the King's wishes?!" Besim whines.

"Quite easily," the Queen says in an exasperated monotone. Her hand raises, and the motion chokes off whatever sputtered retort Besim was about to make. That may actually be literal, you note.

"It has been a late night, and I understand our delegations are tired for tonight," and you notice her eyes are on Besim, "and there are still many arrangements we must all make," she says, glancing at Thevenet. "I invite our honored guests to enjoy our hospitality."

Wait, you suddenly realize.

Didn't Thevenet say that Ophelia would be counted as a separate group if she went alone? So if individuals could be counting as representing groups…

That rat bastard.



Service Revenue: 30 Budget
Salaries and Wages Expense: 5 Budget
Fee Revenue: 10 Budget
Spiritual Expense: 2 Budget
Equipment Expense: 5 Budget
Facilitation Expense: 4 Budget

Net Income: 25 Budget.

Remaining Budget: 109 Budget.

With the caveat that you want to be able to return to the Antiguan region with some frequency, there's only one place that will take you in; the honor guard's captain. When she removes her armor, however, you're somewhat surprised to see a ponytail and bone necklaces - orc heritage, perhaps?

Captain Sheona confirms as much; her father was an orc and her mother a fae, so she sympathized with the rough position you're in, and is willing to help you acclimate to the Melusine Commonwealth. Just tell her some good stories, and she'll call it even.

Thevenet, however, interjects with the actual negotiations, and soon you have your lease; by most measures, actually fairly reasonable. That done, Thevenet turns and leaves for elsewhere; he apparently has other lodgings in mind...and you can't really do anything to stop him, can you.

But with him gone, you can actually probe Captain Sheona. As a completely unprompted gift, you're giving her all the incense and crystals you had intended to use to get yourself entry into the Melusine Commonwealth.

Captain Sheona laughs, and takes it all without hesitation - the exact opposite of the behavior that Thevenet described as typifying the fae of the Melusine Commonwealth. Interesting.

You may spend as much money as you have available.

You have three [Free] Action that may be spent in any category.

You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on.

You have three more months to register evidence before you have to start tangling with the new Registrar of Evidence.

Ophelia carries a bright red glow in her role as Ophelia-Oskaria, but in foreign lands the influence is much diminished. Her mind is no lesser, and her presence is still awe inspiring - but only to those who call themselves Oskarian, it appears.

Martial (Choose 1) {Ophelia-Oskaria}
[] [Martial] The Warrior Monks Hospitaller

If there was any group of mercenaries who'd fit your needs, it'd have to be this infamously strict monastic order of knights. On the other hand, they came recommended by Thevenet. DC: 25. Cost: 6 Budget
[] [Martial] Sizing Up the Melusine Captain

Know yourself, know your enemy, and definitely know the people keeping a spearpoint practically on your throat. DC: Scaling. Cost: 0 Budget.
[] [Martial] Walking the Streets

If you're going to be staying in the City of Illusions, you want to at least know the place. DC: Scaling. Cost: 0 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] Court Reintroduction

Right, so since Thevenet has apparently usurped your primary mission for himself, you need to start jamming yourself back in, and try not to step on a landmine. DC: ??? Cost: 4 Budget.
[] [Diplomacy] Cards on the Table

You need to figure out what Thevenet's actual deal is, and whether you can't just buy him off or something, something to make him a less harmful ally. DC: ??? Cost: 0 Budget.
[] [Diplomacy] Making Friends

The Captain is apparently a friendly face, sympathizes with your position, and might have a different perspective. DC: 10. Cost: 0 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Thevenet Watch

You're not going to do anything to Thevenet, yet. On the other hand, Thevenet. You're certain he's hiding his capabilities and motives from you; this will certainly not be the last time you have to watch him carefully. DC: ??? Cost: 0 Budget.
[] [Intrigue] Captain Watch

If the Captain is hosting you, you want to know whose payroll she's on. DC: 20. Cost: 0 Budget.
[] [Intrigue] Besim Watch

Besim, technically, has the most foreign authority. You want to watch him, and if the opportunity arises to give the hapless asshole a nice shove, you'll take it. DC: 15. Cost: 0 Budget.
[] [Intrigue] Castle Watch

Whoever goes in and out of the castle controls the vast majority of the Commonwealth, and as a bonus observing the castle will prepare you for later infiltration. DC: 25. Cost: 0 Budget.
[] [Intrigue] More Shifts

You have way too many people who could intend harm and not enough people. You're going to need everyone to just pull more shifts. DC: 10. Cost: 3 Budget.
[] [Intrigue] Behind the Castle

Something is lurking behind the Castle, something everyone else seems to know but is desperate to keep concealed. DC: 25. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Trade Goods

Everything is worth something, you say? Time for some profits, I say. DC: Scaling. Costs: 2 Budget.
[] [Learning] A Favor for the Mage-Smith

Thiemo has mentioned that he wants to get his hands on some specialty stones in a deeply magical place. This is probably pretty close. DC: 30. Cost: 20 Budget.
[] [Learning] Old Palmira II

You don't know anything about the faction behind Thevenet, and you intend to find out more. DC: 10. Cost: 2 Budget.

Stewardship (Choose 1) {Ophelia-Oskaria Action}
[] [Stewardship] Case Construction

Well, you're here. If you want to get your hands on the documents, you need to assemble your case and prepare for counterarguments, especially since Besim is also here. The more work you do before your presentation, the easier it gets. DC: Scaling. Costs: 0 Budget.
[] [Stewardship] Presentation

When your case is ready, present it before the Queen. DC: 35. Cost: 4 Budget.
[] [Stewardship] Personal Touch

Your law firm is mostly running itself, with a bit of advice here and there; with your personal touch, you could take on some of the more profitable jobs. DC: 25. Cost: 0 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Spiritual Baseline

Every place has a spirit; it's simply how the spirits are. You don't know what they're like here, however. That is a deficiency worth rectifying post haste. DC: 20. Cost: 2 Budget.
[] [Piety] Ward Changing

You're not going to name names, but someone's already testing your warding scheme. You're going to make that considerably harder by changing it. DC: Scaling. Cost: 2 Budget.
[] [Piety] Ward Upgrades

On the one hand, you can't take it with you. On the other hand, you definitely don't want to cheap out on your wards now. DC: Scaling. Cost: 6 Budget.
 
It's nice to have a net income. Now we can focus on the case fully.

When you enter the great crystal hall, it even seems like a good idea; you do not miss the shiver that passes through the honor guard when they see you, one that the queen apparently shares. Your image was unsettling to them? Something to investigate later.
I wonder what the Fearies have against spiders?


This might good opportunity to close this backdoor in a legal manner.
[] [Learning] A Favor for the Mage-Smith
Thiemo has mentioned that he wants to get his hands on some specialty stones in a deeply magical place. This is probably pretty close. DC: 30. Cost: 20 Budget.
Owed Favors
Mage-smith Thiemo of Northern Vlona, (2)
 
You, of course, greet him in perfect business formal, albeit somewhat….adjusted due to circumstances.

Tax spooder in a top hat?

Tax spooder in a top hat.

"Well, if your men decide to fuck the ladies of the lake, that's binding until death do them part. I hope that none of your men are married, because that one night stand is going to be the law of the land for them going forward," Thevenet casually shrugs.

"Well, mister diplomat. Is it worth it?" Captain Baroch asks, waggling his eyebrows.

Thevenet smirks.

"Captain, the same thing's true in reverse. They only get one shot too," he replies, eyebrows waggling.
That's... a good point, thinking about it from their point of view.

"I'm truly sorry about this," Thevenet says, and you dearly wish that he was obviously lying, "but I thought it would be best to resolve this while you had the chance to make alternate arrangements, as opposed to discovering this imprudent fact far too late to do anything about it. As an apology, would you accept a recommendation for an alternate bodyguard group?"

You'd love to say no, but you probably can't.

Probably.
Hah.

You very suddenly realize describing your surroundings as a lush array of farmlands and villages on a gentle rise leading to a high castle is futile to counterproductive; the vast majority of the landscape is probably illusory, and you can't be certain unless you start tossing rocks and finding out.
Hahahahah!

Besim, of course, is his usual self.

"Wh- but that's ridiculous! How can the King, who may I remind you, is force of law, conduct an investigation into the King for crimes against the King against the King's wishes?!" Besim whines.

"Quite easily," the Queen says in an exasperated monotone.
Yeah. By fae lawyer standards that's, like, pathetically simple.

"It has been a late night, and I understand our delegations are tired for tonight," and you notice her eyes are on Besim, "and there are still many arrangements we must all make," she says, glancing at Thevenet. "I invite our honored guests to enjoy our hospitality."

Wait, you suddenly realize.

Didn't Thevenet say that Ophelia would be counted as a separate group if she went alone? So if individuals could be counting as representing groups…

That rat bastard.
Well, I already knew my Intrigue score wasn't anywhere near as good as Agueda's, because I don't get it. :(

With the caveat that you want to be able to return to the Antiguan region with some frequency, there's only one place that will take you in; the honor guard's captain. When she removes her armor, however, you're somewhat surprised to see a ponytail and bone necklaces - orc heritage, perhaps?

Captain Sheona confirms as much; her father was an orc and her mother a fae, so she sympathized with the rough position you're in, and is willing to help you acclimate to the Melusine Commonwealth. Just tell her some good stories, and she'll call it even.

Thevenet, however, interjects with the actual negotiations, and soon you have your lease; by most measures, actually fairly reasonable. That done, Thevenet turns and leaves for elsewhere; he apparently has other lodgings in mind...and you can't really do anything to stop him, can you.

But with him gone, you can actually probe Captain Sheona. As a completely unprompted gift, you're giving her all the incense and crystals you had intended to use to get yourself entry into the Melusine Commonwealth.

Captain Sheona laughs, and takes it all without hesitation - the exact opposite of the behavior that Thevenet described as typifying the fae of the Melusine Commonwealth. Interesting.
Perhaps Captain Sheona is captain of the royal honor guard (if I understood that correctly) because she has some amount of... latitude... in how she deals with the fae favor economy? More so than a full-blooded fae, anyway?

Martial (Choose 1) {Ophelia-Oskaria}
[] [Martial] The Warrior Monks Hospitaller

If there was any group of mercenaries who'd fit your needs, it'd have to be this infamously strict monastic order of knights. On the other hand, they came recommended by Thevenet. DC: 25. Cost: 6 Budget
[] [Martial] Sizing Up the Melusine Captain

Know yourself, know your enemy, and definitely know the people keeping a spearpoint practically on your throat. DC: Scaling. Cost: 0 Budget.
[] [Martial] Walking the Streets

If you're going to be staying in the City of Illusions, you want to at least know the place. DC: Scaling. Cost: 0 Budget.
Hmmm. Sizing up the captain is gonna be important. Hiring the warrior-monks is desirable if we're worried about being attacked. On the other hand, we only have so many free actions.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] Court Reintroduction

Right, so since Thevenet has apparently usurped your primary mission for himself, you need to start jamming yourself back in, and try not to step on a landmine. DC: ??? Cost: 4 Budget.
[] [Diplomacy] Cards on the Table

You need to figure out what Thevenet's actual deal is, and whether you can't just buy him off or something, something to make him a less harmful ally. DC: ??? Cost: 0 Budget.
[] [Diplomacy] Making Friends

The Captain is apparently a friendly face, sympathizes with your position, and might have a different perspective. DC: 10. Cost: 0 Budget.
Here we really need to take at least two out of the three actions.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Thevenet Watch

You're not going to do anything to Thevenet, yet. On the other hand, Thevenet. You're certain he's hiding his capabilities and motives from you; this will certainly not be the last time you have to watch him carefully. DC: ??? Cost: 0 Budget.
[] [Intrigue] Captain Watch

If the Captain is hosting you, you want to know whose payroll she's on. DC: 20. Cost: 0 Budget.
[] [Intrigue] Besim Watch

Besim, technically, has the most foreign authority. You want to watch him, and if the opportunity arises to give the hapless asshole a nice shove, you'll take it. DC: 15. Cost: 0 Budget.
[] [Intrigue] Castle Watch

Whoever goes in and out of the castle controls the vast majority of the Commonwealth, and as a bonus observing the castle will prepare you for later infiltration. DC: 25. Cost: 0 Budget.
[] [Intrigue] More Shifts

You have way too many people who could intend harm and not enough people. You're going to need everyone to just pull more shifts. DC: 10. Cost: 3 Budget.
[] [Intrigue] Behind the Castle

Something is lurking behind the Castle, something everyone else seems to know but is desperate to keep concealed. DC: 25. Cost: 0 Budget.
That's... a lot. And realistically I don't think we can afford three actions here, unless More Shifts gives us more effective Intrigue actions. @huhYeahGoodPoint , what does that option do, anyway?

Learning (Choose 1) {Tekla Action}
[] [Learning] Trade Goods

Everything is worth something, you say? Time for some profits, I say. DC: Scaling. Costs: 2 Budget.
[] [Learning] A Favor for the Mage-Smith

Thiemo has mentioned that he wants to get his hands on some specialty stones in a deeply magical place. This is probably pretty close. DC: 30. Cost: 20 Budget.
[] [Learning] Old Palmira II

You don't know anything about the faction behind Thevenet, and you intend to find out more. DC: 10. Cost: 2 Budget.
Hm. Old Palmira is appealing, I doubt we have free actions to spare on the others but it'd be nice.

Stewardship (Choose 1) {Ophelia-Oskaria Action}
[] [Stewardship] Case Construction

Well, you're here. If you want to get your hands on the documents, you need to assemble your case and prepare for counterarguments, especially since Besim is also here. The more work you do before your presentation, the easier it gets. DC: Scaling. Costs: 0 Budget.
[] [Stewardship] Presentation

When your case is ready, present it before the Queen. DC: 35. Cost: 4 Budget.
[] [Stewardship] Personal Touch

Your law firm is mostly running itself, with a bit of advice here and there; with your personal touch, you could take on some of the more profitable jobs. DC: 25. Cost: 0 Budget.
Case Construction, definitely. Presentation is gonna have to wait until we can lower the DC I guess?

Piety (Choose 1) {Agueda Action}
[] [Piety] Spiritual Baseline

Every place has a spirit; it's simply how the spirits are. You don't know what they're like here, however. That is a deficiency worth rectifying post haste. DC: 20. Cost: 2 Budget.
[] [Piety] Ward Changing

You're not going to name names, but someone's already testing your warding scheme. You're going to make that considerably harder by changing it. DC: Scaling. Cost: 2 Budget.
[] [Piety] Ward Upgrades

On the one hand, you can't take it with you. On the other hand, you definitely don't want to cheap out on your wards now. DC: Scaling. Cost: 6 Budget.
Hmrm. Doing both Spiritual Baseline and Ward Upgrades sounds good, but costs a free die.
 
You hesitantly agree to let Thevenet speak your case to the queen first. When you enter the great crystal hall, it even seems like a good idea; you do not miss the shiver that passes through the honor guard when they see you, one that the queen apparently shares. Your image was unsettling to them? Something to investigate later.

Thevenet, meanwhile, presents your delegation as an investigation force into possible wrongdoings committed by the current King, against the case law without passing overriding legislation. Of course, there are multiple organizations behind the effort; he hopes the Queen understands when he says he speaks for them.

Besim, of course, is his usual self.

Wait, you suddenly realize.

Didn't Thevenet say that Ophelia would be counted as a separate group if she went alone? So if individuals could be counting as representing groups…

That rat bastard.

Well, I already knew my Intrigue score wasn't anywhere near as good as Agueda's, because I don't get it. :(
I Think he may have made himself to be the investigative team, or at least as the person doing this part of the investigation as an ASSOCIATE of our group. Hence why we need to muscle into the talks without triggering a political/social landmine...
 
That's... a lot. And realistically I don't think we can afford three actions here, unless More Shifts gives us more effective Intrigue actions. @huhYeahGoodPoint , what does that option do, anyway?

More Shifts can also be described as Counter Intrigue; basically, you're having your people run triple or quadruple up on each other, watching for whatever Thevenet or other potential malefactors are going to try at you.

Well, I already knew my Intrigue score wasn't anywhere near as good as Agueda's, because I don't get it.
I Think he may have made himself to be the investigative team, or at least as the person doing this part of the investigation as an ASSOCIATE of our group. Hence why we need to muscle into the talks without triggering a political/social landmine...
Thevenet, meanwhile, presents your delegation as an investigation force into possible wrongdoings committed by the current King, against the case law without passing overriding legislation. Of course, there are multiple organizations behind the effort; he hopes the Queen understands when he says he speaks for them.
Thevenet declares that he's going to speak for you and your organization in the presentation of your case to the Queen.

As in, you don't get to talk to the Queen in this capacity anymore.

Well, unless you want to declare that you want to talk to the Queen about some separate affair or as a separate organization or something, but that would require reintroducing yourself and you still don't really understand the rules.
 
Hm.

Maybe we can present ourselves as the King's investigation into the investigation into his misconduct?

If we're lucky, it'll entertain the fae by crossing the line from "mortals being childish and stupid" to whatever passes for "bluff and refreshingly simple by the standards of actual fae politics." :p
 
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On the other hand, you could just trust your friendly local guide Thevenet, who has done you no wrong and is totally committed to your cause, promise! Translating for you is just a matter of sense; he knows what is and isn't dangerous to say, and is a capable translator in his own right, so it's really quite ridiculous to insist on bumbling through without help, wouldn't you agree?


On another note, I would like some plans to be submitted, please.
 
On the other hand, you could just trust your friendly local guide Thevenet, who has done you no wrong and is totally committed to your cause, promise! Translating for you is just a matter of sense; he knows what is and isn't dangerous to say, and is a capable translator in his own right, so it's really quite ridiculous to insist on bumbling through without help, wouldn't you agree?


On another note, I would like some plans to be submitted, please.
We really need to know what game he is playing here...
There is clearly something going on and we have no clue just how much we can trust him to not screw over our case.
 
[x] I'm not awake yet
-[x] [Martial] The Warrior Monks Hospitaller
-[x] [Diplomacy] Cards on the Table
-[x] [Diplomacy] Making Friends
-[x] [Intrigue] Thevenet Watch
-[x] [Intrigue] Captain Watch
-[x] [Intrigue] More Shifts
-[x] [Learning] Old Palmira II
-[x] [Stewardship] Case Construction
-[x] [Piety] Spiritual Baseline
This is, uhh, plan-like?
 
[x] I'm not awake yet

Maybe we can work towards the stones next chapter, since we are likely to be here for a few turns.
 
INTERREGNUM MONTH 8 ROLL CALL
Plan I'm not awake yet wins, 4-0.

Roll me 11d100s.

Martial
The Warrior Monks Hospitaller

DC: 25. Roll: 22 + 5 (Tax Cut) + 2 (Blessings of Oskaria).

Cost: 6 Budget.

Diplomacy
Cards on the Table

DC: ???. Roll: 20 + 2 (Enchanted Vestments) + 2 (Blessings of Oskaria).

Cost: 2 Budget.

Diplomacy
Making Friends

DC: 10. Roll: 20 + 2 (Enchanted Vestments).

Cost: 0 Budget.

Intrigue
Thevenet Watch

DC: ???. Roll: 22 + 2 (Tools of the Trade).

Cost: 0 Budget.

Intrigue
Captain Watch

DC: 20. Roll: 22 + 2 (Tools of the Trade).

Cost: 0 Budget.

Intrigue
More Shifts

DC: 10. Roll: 22 + 2 (Tools of the Trade).

Cost: 3 Budget.

Learning
Old Palmira II

DC: 10. Roll: 23 + 2 (Blessings of Oskaria).

Cost: 2 Budget.

Stewardship
Case Construction

DC: Scaling. Roll: 24 + 2 (Tekla's Divination Compass).

Cost: 0 Budget.

Piety
Spiritual Baseline

DC: 20. Roll: 22.

Cost: 2 Budget.

Besim's Heated Gamer Moment In...[0/2]
(Normally, this would be an Event - but you know Besim is in the area and you know Besim is Besim, soooooo)

Random Event Roll
 
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