Industrialization Quest

[X] Follow Timothy Greens around and help him get used to the city, plus getting a good excuse to meet a lot of smiths as he flits from forge to forge.
[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
Get ready to do the metal casting during the next set of days.

[X] Try to find out where your mother and father are. If you're lucky, they might be near enough for you to go visit. You wonder if you'd even want to see them with how they must think of you, though...
We want to send them money handing it over while meeting them will make sure they get it.
 
[x] Arrange an insurance contract with a trustworthy courier to securely send the 3 Profit you earmarked for your family.
[x] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
[x] Follow Timothy Greens around and help him get used to the city, plus getting a good excuse to meet a lot of smiths as he flits from forge to forge.
[x] Catch up on news of Veschwar as a whole, regional news, and news about the fighting.
[x] Try to meet with Genevieve Casinet, the pretty tax collector you saw a month ago! A copy of that old contract you mentioned to her would serve as a good excuse to see her again...
 
[X] Find a reputable doctor and dentist and get yourself a checkup, just in case. Costs 1 Profit.
[X] Arrange an insurance contract with a trustworthy courier to securely send the 3 Profit you earmarked for your family.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
[X] Get fitted for a new pair of sturdy shoes! Five days of travel has reminded you of how much easier good shoes can make things. Costs 1 Profit.
[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.

Boring but useful, and good to get out of the way first.
Edit: Sure, let's add some clothes to the mix. Be it to worm our way into some pretty accountant's heart, or to impress a passing noble in our village.
[X] Get yourself a new outfit! You only really have the one nice outfit, since you've been banished to Nesiwald. It makes you look like a run-down noble of little consequence. Which you are. Go through the effort to get a different style! First impressions matter! Costs 2 Profit.
 
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[X] Find a reputable doctor and dentist and get yourself a checkup, just in case. Costs 1 Profit.
[X] Arrange an insurance contract with a trustworthy courier to securely send the 3 Profit you earmarked for your family.
[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.

I think those declining dc checks are for sickness and at the rate they are declining I would rather like to nip any problem in the bud before it costs us later.
The insurance is just that, insurance, even with the random event we are not overflowing with cash so ensuring 3 profit does not go down the drain is worth an action in my book.
I think the commissioning is self explanatory, we only have five action turns, we need to figure out the sandcasting sooner rather than later.This is just so we get it out of the way and know exactly how much profit we have to play around with. When considering how we need to pay back the smith 4 profit on our return and we still need to ensure we return with enough to continue our plans that 20 profit starts seeming very small.
 
[X] Find a reputable doctor and dentist and get yourself a checkup, just in case. Costs 1 Profit.
[X] Arrange an insurance contract with a trustworthy courier to securely send the 3 Profit you earmarked for your family.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
[X] Get fitted for a new pair of sturdy shoes! Five days of travel has reminded you of how much easier good shoes can make things. Costs 1 Profit.
[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.

Boring but useful, and good to get out of the way first.
[X] Find a reputable doctor and dentist and get yourself a checkup, just in case. Costs 1 Profit.
[X] Arrange an insurance contract with a trustworthy courier to securely send the 3 Profit you earmarked for your family.
[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.

I think those declining dc checks are for sickness and at the rate they are declining I would rather like to nip any problem in the bud before it costs us later.
The insurance is just that, insurance, even with the random event we are not overflowing with cash so ensuring 3 profit does not go down the drain is worth an action in my book.
I think the commissioning is self explanatory, we only have five action turns, we need to figure out the sandcasting sooner rather than later.This is just so we get it out of the way and know exactly how much profit we have to play around with. When considering how we need to pay back the smith 4 profit on our return and we still need to ensure we return with enough to continue our plans that 20 profit starts seeming very small.

Shouldn't we wait to insure to see if our family is close by? If we meet them in person we have no reason to send the money, we can just give it to them.

to @PurposefulZephyr I think clothes are more important than shoes, as we need the best first impression we can make. While shoes certainly help as we're going to walk a lot in the city, the most important thing is that we get them before we travel back to Nesiwald.
 
Shouldn't we wait to insure to see if our family is close by? If we meet them in person we have no reason to send the money, we can just give it to them.
Only if we want to actually meet them. I personally do not. I think it's best to keep arms length for now.

Edit: even then any family nearby is about to go off to war. Not be returning to the family estate where the money will be useful so it would still probably need to be sent off even if we met in person. And taking care of that ourselves would project competence.
 
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[X] Follow Timothy Greens around and help him get used to the city, plus getting a good excuse to meet a lot of smiths as he flits from forge to forge.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
[X] Get yourself a new outfit! You only really have the one nice outfit, since you've been banished to Nesiwald. It makes you look like a run-down noble of little consequence. Which you are. Go through the effort to get a different style! First impressions matter! Costs 2 Profit.
[X] Arrange an insurance contract with a trustworthy courier to securely send the 3 Profit you earmarked for your family.

Swapped casting for meeting smiths, think it'll synergize nicely with the iron sales and when we come back to do casting after.

Kind of want to do rumors, Genevieve, and Mainah, but those can probably wait a few days.
 
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[X] Get yourself a new outfit! You only really have the one nice outfit, since you've been banished to Nesiwald. It makes you look like a run-down noble of little consequence. Which you are. Go through the effort to get a different style! First impressions matter! Costs 2 Profit.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.
[X] Follow Timothy Greens around and help him get used to the city, plus getting a good excuse to meet a lot of smiths as he flits from forge to forge.
 
Shouldn't we wait to insure to see if our family is close by? If we meet them in person we have no reason to send the money, we can just give it to them.

to @PurposefulZephyr I think clothes are more important than shoes, as we need the best first impression we can make. While shoes certainly help as we're going to walk a lot in the city, the most important thing is that we get them before we travel back to Nesiwald.
I don't want to visit them though.
We are still a disgrace, and politically radioactive.
So I don't care much about clothes either, though city-social could use it, I guess. Will consider clothes.
 
The cheerful and anxious chatter of a nation preparing for surrounds you.
Preparing for what? I thought "war" at first, but "cheerful" looks out of place them.
I'd lose money hauling it all around the country, and nobody in the town wanted to by cheap bitter booze.
"buy"

[x] Get yourself a new outfit! You only really have the one nice outfit, since you've been banished to Nesiwald. It makes you look like a run-down noble of little consequence. Which you are. Go through the effort to get a different style! First impressions matter! Costs 2 Profit.
[x] Follow Timothy Greens around and help him get used to the city, plus getting a good excuse to meet a lot of smiths as he flits from forge to forge.
[x] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
[x] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.
 
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[X] Get yourself a new outfit! You only really have the one nice outfit, since you've been banished to Nesiwald. It makes you look like a run-down noble of little consequence. Which you are. Go through the effort to get a different style! First impressions matter! Costs 2 Profit.

[X] Follow Timothy Greens around and help him get used to the city, plus getting a good excuse to meet a lot of smiths as he flits from forge to forge.

[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.

[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.
 
[X] Try to meet with Genevieve Casinet, the pretty tax collector you saw a month ago! A copy of that old contract you mentioned to her would serve as a good excuse to see her again...

I'm a single-issue voter :V
 
[X] Commission the frames for sand-casting and buy the necessary materials, and attempt to mix up a batch of sticky casting sand. Costs 1 Profit.
[X] Follow Timothy Greens around and help him get used to the city, plus getting a good excuse to meet a lot of smiths as he flits from forge to forge.
[X] Head to the metalworkers' quarter and try to sell your wagon full of iron goods and ingots at the best possible price.
[X] Get yourself a new outfit! You only really have the one nice outfit, since you've been banished to Nesiwald. It makes you look like a run-down noble of little consequence. Which you are. Go through the effort to get a different style! First impressions matter! Costs 2 Profit.

I am putting these in the order that makes most sense IC

Following Greens first day, commissioning frames (craftspeople take a few days to do things), new outfit, selling off iron.

Though, next chapter is probably not coming out today. I spent too much time squeeing over the new Lovely Laurelorn update and then binge-reading Respect Your Elders II.

Maybe I should do something in Warhammer..... No, bad Rockeye, no quest idea spam!
 
+Diplomacy, +Stewardship, no roll, +Stewardship, Random Event roll.

Lucky you.
Rockeye threw 4 100-faced dice. Total: 362
99 99 85 85 87 87 91 91
 
Wow... the second set are rolls for us I think in which case i think we got some crits. The first set no idea if that is good or bad.
 
Deez dice.

I don't even know anymore.

Is that a second >90 random event this trip? The first on gave us 6 profit basically free of charge, you might want to pull back before we accidentally our economic challenges, @Rockeye.
 
The first one I had already planned on meeting "someone you knew", and your Strong Stewarship background meant that it really ought to be a trader who owes you money if it's going to be appropriate for a 90+. 6 may have been a bit much but there's always going to be more to spend your cash on. They would have been pretty hostile on a 1.
 
I'm betting the first set of dice relate to this
Rolling for ??? starting on day 4 of travel.
Target: 90.
Decreases by 5 every day.

??? = Not yet.
weather it relates to a sickness we may or may not have I don't know.
It was hinted that our feeling unwell might, might relate to the codex but we can't know for sure.

Edit: now that I look closer, I don't know what the ??? could be refering to since our stats in Diplomacy and Stewardship were mentioned.
 
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