Turn 2
All in all last year was a rather fortuitous start to your stay on this new world, although not all the news was good, the discoveries of your scouts and the Netherwing have shown you that this land is under attack. It maybe not obvious, but it is clear, this is no natural plague, the river of red should be proof enough.
The escapee from the Arcatraz also is a terrible danger, for what is a minor irritation to the Naaru to your people is deadly and powerful foe.
However most of the news is good, your situation with food has been brought under control and even some of the animals of Draenor have started to see use. It is good to see Nagrad grass being eaten by tall graceful Talbuk again, as well as the knowledge that the repairs to the Keeps modules, save for the Arcatraz are well under way.
Despite your lack of success in finding the Naaru hidden in the Keep and its modules the scholars could not be happier, they are neck deep in so many projects that many of their quarters look like crystal explosions from all the notes, despite this they have all thrown their efforts together in order to create a device to aid your new friends the Netherwing in their strife.
However this year as you often have, you had a vision. It shows a strange two legged being, clad in worn cloths of fine quality riding through the desert on one of the strange equines your people observed. He is clearly exhausted and dehydrated his once strong body unable to support himself as his steed collapses and as he falls darkness comes and yet it halts in front of the Keep where he has fallen.
What this means you do not quite know. But this man must be important to your peoples survival.
Martial: The Triumvirate is settling into their new roles very well, however they have some very serious concerns about the escaped prisoner. While they want to go in there and destroy it in the name of the light they do not wish to place lives unnecessary at risk. Their recommendation is to establish some force to go into the prison and destroy the beast.
Choose 3 Printer adds +20 to all attempts to build or fabricate materials.
[] Call up the Hand: The Hand of Argus have always been defenders of the righteous and the just, these heavy armor using, light wielding men and women have always been there, perhaps their presence will calm the people and with the Triumvirate searching for their people there is no chance this will fail. Chance of success 100% Cost 50 Gold (Reward The Vindicators of the Hand of Argus)
[] Establish a police force: With the Hand working on this project creating a group to keep the civilian population calm, as well as to act as a military force in case of desperate measures, they would be primarily armed with shock enhanced weapons, but for now it is the best you can do. Chance of success 85% cost 1000 gold (Reward civilian police force established to stop crimes, what few there are, act as an emergency army in case of disaster and reassure the people)
[] Move in: With the forces you have it would be theoretically possible to slay the escapee, but the Triumvirate does not recommend this. Chance of success ??% (Reward ??)
[] Out of those dusty robes: There will always be a certain number of Mages who wish to test their power on the field of battle, and while many of your most learned are still aboard the Meachanar taking notes, but many of the younger ones may be persuaded to provide buffs and fire support. Chance of success 75% Cost 100 gold (Reward Battle Mages join your forces)
[] Everybody can try: Your people are a peaceful race, but that doesn't mean you cannot use your strength. The Triumvirate can easily create an appealing add campaign encouraging people to learn self-defense or form militia groups. Chance of success 60% two turns (Reward Militia begins to train among populace)
Diplomacy: Despite the fact that you are no longer managing almost every major venture of your people simultaneously you are still doing enough that you have cannot focus on all things you would like too.
Choose 2
[] Find Diplomacy adviser: Despite your abilities in the subject you cannot be everywhere at once. An Assistant would defiantly give you more options and time. Chance of success 80% (Reward adviser on Diplomacy, +1 diplomacy action)
[] Speak to the people: Your people are calm as this is far from the first time you have done this, but knowing that you are there and looking after them would defiantly be appreciated by them. Chance of success 90/10% (Raises the peoples spirit)
[] Integrate the Broken: You firmly believe that the Broken are hero's. Many are those who remained behind to trick the Orcs when you fled, and they paid a steep price for their sacrifice, talk about this. Inform your people so this slowed cultural malus is swept away. Chance of success ??% (Reward cultural ambivalence towards the Broken destroyed, massive boost in Broken opinion further action will need to be taken)
[] Thanks for the aid: Currently your friends and allies the Netherwing's have made a temporary roost outside the Exodar near a large hill. It is sufficient for their needs as of right now, but a better place should be found especially as they want to hatch their eggs. Helping them find a new home would help cement your status as honored and trusted friends and would be simple seeing as your people would merely have to survey the potential areas rather than walk there.. Chance of success 40%/?? (Reward a new home for the Netherwing, massive boost in their opinion, chance of permanent alliance?)
Stewardship: Currently repairs are well underway, but your people need raw materials to synthesize into new metals and the like, after all there is not an unlimited supply on the modules, although the 3D printers will make this task much easier.
Choose 2 (printer adds +20 to all attempts to build and fabricate materials)
[] Find a Stewardship adviser: Your familiarity with these kinds of situations has lent you much experience on matters of management, but it is not your main focus and having to spread so much of your attention elsewhere has drained the number of tasks that can be worked on at any one time. Find someone who can focus on them and these problems should solve themselves. Chance of success 80% (Reward adviser on Stewardship, +1 stewardship action)
[] Reconfigure the Exodar: The Exodar could hold your entire people if it has to, but currently it is in emergency setting, safe, but not exactly comfortable, changing it to a more peaceful mode would do wonders for moral and set up many basic amenities like plumbing. Chance of success 100% (Reward increased moral very basic infrastructure set up)
[] Construct administrative building: Every people need a government, and administrators for a proper economy to function and economies are the back bone of any civilization, but currently you lack one. Chance of success 80% cost 300 gold (Reward the ability to do business and collect taxes, as well as other actions related to the running of peoples)
[] Survey the land: This land maybe a desert, but there must be materials your people can use and convert into useful materials for magic and buildings, after all your supplies of raw materials cannot last for ever. Chance of success ??
Intrigue: Mahhaa has been less than complimentary about your peoples stealth skills and has come to you with numerous proposals, relating to constructing a true stealth force and sending people into abandoned cities.
Choose 3
[] They are the shadow: Mahhaa was a member of the incredibly stealthy Ashtongue tribe who managed to infiltrate the Black Temple while it was ruled by Magtheradon, she was not privy to all the secrets of her tribe, but she can begin training Broken and Draenei to serve as scouts hidden in the shadows. Chance of success 60% two turns cost 1000 gold (Reward group of properly trained scouts)
[] The cities of Death: Nearby your people there is one of the large stone cities filled with death and decay. At night using the Netherwings, broken could infiltrate the city to report on the situation there. Chance of success ??% (Reward information)
[] Infiltrate the Arcatraz: with the possibility of escapees you need the Arcatraz investigated and looked into and you will not send a force in there who could be caught and killed. Chance of success ??%
[] A matter of prophecy: Your vision showed you a strange being, desperate riding through the desert on an equine, collapsing to the dusty floor in despair suffering. Find it, it must not die. Chance of success ??% (Reward a being)
Learning: The scientists, engineers and Mages despite their disorganization could not be happier, they have so many projects to do that organizing them is a must.
Choose 2
[] Find a learning adviser: from the ranks of your Mages, engineers, and scholars find someone who can organize and lead this mob. Chance of success 100% (Reward adviser on learning,+1 learning action)
[] Relocate them to the Mechanar: The Mechanar is home to technology so advanced you cannot understand it, but you can use what you can and it is reinforced in case of explosions, where better you base your learning support. Chance of success 100% (Reward +1 learning action)
[] Check the bounty of the earth: It will be simple to change some of the land so it can support crops to supplement your food supplies, but discovering what effect this plague has caused on the earth is a must before you begin and if it can be cleansed is a must. Chance of success ??% cost 100 (Reward information and options)
[] Learn the knowledge of your friends: Ask to record the knowledge of your friends and allies so their knowledge will not be lost to them and later generations. Chance of success 70%. (Reward knowledge of the Broken and Netherwing will not be lost.)
[] Practical applications: You have many of the Flora and Fauna of Draenor with you and in time you could adapt them all to your use, which ones should be used first. Choose one each of the plants and animals of Draenor to research. Chance of success ??% time varies cost varies (Reward, use of plant and animal of Draenor implemented.)
[] Finish the design: Last year your researchers were able to construct the bare bones of a device to fix the Netherwings lack of "food." This year you could set them to finish the design. Chance of success 65% cost 1000 gold (Reward arcane energy generator for the Netherwing.)
Piety: Edibret has set to work with single minded determination and experiences from running one of the most bustling temples in Shattrath for centuries, rustling up Clerics and other assorted men and women, to care for all who come to her and has many plans for now.
Choose 3
[] The Elements: Nobundo wishes to make contact with the Elements of this world so that he can further your knowledge of it and begin training others in their use. He warns that this could take many years. Chance of success ??%
[] Communicate with the Naaru: Inside each of the Modules and the Keep there is a Naaru somewhere. If you can find them and talk to them… who knows what you may learn they are living conduits of the light after all. Chance of success ??% +20 to success.
[] Schools for the Young: Currently the children of the Draenei, Broken and Netherwing are running around underfoot. While this was fine for a little while it is time for them to get back to learning and Edibret has many contacts among the elders for doing just that. Chance of success 80% time two turns cost 500 gold (Reward no more children underfoot increase in moral)
[]Plant a garden of Remembrance: Creating gardens to remind people of Draenor and what else has been lost as well as what your people are trying to save would be very beneficial. Edibret plans to have them placed in the Exodar and around the three ancient tree's in the Botanica. Chance of success 100% cost 100 gold (Reward boost to moral, ??)
[] Investigate the green night: On the Night the green moon shone unapposed in the sky your people began to glow. There must be a reason for this. Chance of success ??% (Reward information)
[] Investigate the Water of the River Red: On Netherwings your people could fly out to the Red River and collect samples from its source. As this affliction is defiantly magical in nature and seems to be spreading from this river this would seem to be a priority for the safety of your people. Chance of success ??% (Reward information)
[] With Healers Hands: With a high chance of a plague or curse, having hospitals and clerics ready to heal and purge the plague is a must. Organize them and get them ready. Chance of success 90% cost 2000 gold (Reward anti plague measures in place.)
Personal: Now that you actually have some time to yourself you can begin doing some things for yourself, Yrel or if you want to help your people.
Choose 1
[] Teach Yrel: Dear Yrel who calls you uncle, she is an extremely good assistant, and you have seen much potential in her without your help, but that doesn't mean you shouldn't be a good uncle. Chance of success ??% (Mentor Yrel in an art or characteristic, traits occur on crits.)
[] Learn of those who assist you: Currently you do not know much about those who aid you such as Nobundo and your advisers. Talk to them and learn of them. Chance of success ??% ( on success earn character sheet of one of your advisers or heroes)
[] Aid in a project: Your skills are numerous and exceptional, you would be a great boon to any project of your people no matter the field. (Reward adds Velens character bonus to a project.)
[] Meditate: It has been sometime since you had time to yourself. Perhaps meditating on the light and your people will help clear your mind a small amount. Chance of success 100%/50%/10%/1% (Reward chance of getting stress related traits, visions, ??)
??+??-??=??? artificial critical success
With a cataclysmic crash the side of the Arcatraz bursts open and the creature held within explodes forth over 15 feet tall, its eyes, burning a hateful green.
You lot are so unlucky and lucky.
Anyway got to go do ANOTHER practice exam paper. I will give cookies to those who find my errors sorry this got out so freaking late
Will be doing a write up for how much damage the creature does.