Sartier Quest: A Tale of Song, Gods, and Trouble (CK2-Let's Go Hunt Gods, SV!)

We got the Carlisle bonii.

Turn 1 -
[ ] - There have been calls recently to rebuild the riverside dock facilities along the Barossa River. Rebuilt piers, repairs to the cargo cranes, clearing out some of the slums that have started to intrude onto the docks, all would do wonders for improving the productivity of the river docks. [40% base chance, 6,000g/turn for 4 turns, small increase in trade income for all settlements on the Dyelin]

Turn 2 -
[ ] - There have been calls recently to rebuild the riverside dock facilities along the Barossa River. Rebuilt piers, repairs to the cargo cranes, clearing out some of the slums that have started to intrude onto the docks, all would do wonders for improving the productivity of the river docks. After going to see how Carlisle handles their port infrastructure, Juan has come back full of inspiration, and ways to expand on the project. [55% base chance, Counts as 2 Infrastructure Actions, 10,000g, 6,000g/turn for 5 turns, notable increase in trade income for all settlements on the Barossa River (Harper, Dyelin, a few Minor Houses in both provinces)]

It got more expensive and takes more time though! :( But higher base chance, counts as 2 instead of 1 infrastructure action, bigger increase in trade income, and the scope of settlements affected increased.

Edit: Is it just me? I don't see Juan's results in Turn 1 Results post.
It's not, if you search for Juan it pops up further down the page and gave us +10 to subrolls for infrastructure as the GMs had not settled on the bonuses yet I believe.
 
It's not, if you search for Juan it pops up further down the page and gave us +10 to subrolls for infrastructure as the GMs had not settled on the bonuses yet I believe.

So, we got lucky:

Juan Lumen - Read the Manual [60% Base chance, 2,000g, improves "Roadworks Next Twenty Leagues actions, better base chances, moderates failure states, 1 turn] -

Need 41+, Roll 39 + 9 (Andres) + 10 (Juan) + 28 (Agent) = 86, success, +0 to Sub-Roll
-[X] House Carlisle

Local Interactions Sub-Roll: 46+19 (Juan Diplo) = 65, No effect
Get along with Jing Innspool, Need 61+: 68 + 19 (Juan) + 15 (Jing) = 102, success
Add +10 bonus to Infrastructure Sub-Rolls, Need 81+: 56 + 28 (Juan) = 84, success
+10 to Infrastructure actions sub-rolls, moderate fail states, improve Infrastructure actions

Because these seem like more forgiving rolls than the Turn 2 ones, having to hit 71+ twice based on no bonus beyond Juan's raw stats and apparently Jing adding his diplomacy score to the 'get along - and getting all 4 of the stuff from Carlisle. My guess is that given Turn 2's split of 30/30/40, a 2 sub-roll RTM would be on 50/50 and a 4-subroll (as would have been here) would be 25/25/25/25. If so, a 1 subroll might be on difficulty 1... The question then is if we can get our agent to focus solely on certain parts of the RTM possibilities and thus, decrease the subroll difficulty.
 
Is it a good time to point out that an Infrastructure level jump comes with a +10% revenue bonus (in exchange for 5k upkeep)? That's actually a big part of why individual infrastructure action ROI is low...

Hm. May be a good time to reevaluate the financial returns on these actions.

The question then is if we can get our agent to focus solely on certain parts of the RTM possibilities and thus, decrease the subroll difficulty.
You can stunt it in, if you like.
 
Is it a good time to point out that an Infrastructure level jump comes with a +10% revenue bonus (in exchange for 5k upkeep)? That's actually a big part of why individual infrastructure action ROI is low...

Hm. May be a good time to reevaluate the financial returns on these actions.


You can stunt it in, if you like.
That changes things a lot... @Spectrum I withdraw any objections to the bridge project and say full speed ahead. So RTM Antilles this turn and Sonissimmo the next?
 
I'm ok with not doing the bridge project since both bridge and harbor will be 5 turns and IMO, harbor seems to give a better ROI. We just need to do the The Cradle of a Fleet action before 5 turns have passed - and we already want to do that in the first place.

@Spectrum -

Turn 4 - RTM Dale (Focus: Port, Trade)
Turn 5 - Start Harbor, RTM Tarrant (Port) and either RTM Vincennes / Logistics or Bean Counter
Turn 6 - RTM Sonissimo (Focus: Economics, Shipbuilding)
Turn 7 - If Bean Counter, Make Connections + The Cradle of a Fleet; RTM Timbre (Focus: Agriculture, Gentry)
Turn 8 - If Bean Counter - Cradle finished, Start Agriculture Stewardship Action; If Logiststics, Start Make Connections + Cradle; RTM Sarba or RTM Sonissimo (Focus: Civil Planning, Grand Architecture)
Turn 9 - Harbor Finished; If Logistics - Cradle Finished; Lvl 2 Infrastructure Reached
 
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Is it a good time to point out that an Infrastructure level jump comes with a +10% revenue bonus (in exchange for 5k upkeep)? That's actually a big part of why individual infrastructure action ROI is low...

Hm. May be a good time to reevaluate the financial returns on these actions.
It's still pretty bad...

Bridge is 32500 + 4k Civil Upkeep. That alone gets us to Level 2 for 10% Income (10k) - 5k Civil Keep. So, net of 10k-5k-4k = 1k + Unknown Trade. That's probably something like 10 turns to pay off at the end of the 5 turn construction?

Docks is 40k + Cradle is 24k = 64k. Net of 5k + Unknown Trade. Maybe 7 turns to pay off at the end of....12 turns? (Less if done concurrently.)

Could do it cheaper by taking Couriers for 9k for 1 Action but still.

Infrastructure in general does take awhile to see dividends on but when it's the only lever which we can use to affect the economy it's a little blah.

Turn 4 - RTM Dale (Focus: Port, Trade)
Turn 5 - Start Harbor, RTM Tarrant (Port) and either RTM Vincennes / Logistics or Bean Counter
Turn 6 - RTM Sonissimo (Focus: Economics, Shipbuilding)
Turn 7 - If Bean Counter, Make Connections + The Cradle of a Fleet; RTM Timbre (Focus: Agriculture, Gentry)
Turn 8 - If Bean Counter - Cradle finished, Start Agriculture Stewardship Action; If Logiststics, Start Make Connections + Cradle; RTM Sarba or RTM Sonissimo (Focus: Civil Planning, Grand Architecture)
Turn 9 - Harbor Finished; If Logistics - Cradle Finished; Lvl 2 Infrastructure Reached
Cradle is 6 turns. Are you not confusing it with Grand Fleet?
 
Cradle is 6 turns. Are you not confusing it with Grand Fleet?

Oh, no, I guess I'm confusing it with the fact that we get our Agent back in 2 turns. I dunno. I still want Harbor because I consider it to have more of an impact, both in terms of income revenue and impact on all our other Minor Houses + Raleigh, which would end up coming back to us eventually.

I guess we could just do Courier to make up for it.

@OneirosTheWriter Is there any way to trigger further rolls on our two big infrastructure projects to see if we can get them to count as infrastructure (Cape Sous, Chiming Forest)?
 
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I don't think Chiming Forest is anything big, 'just' a camp, and Cape Sous is just a castle...

@OneirosTheWriter @Macchiato If we send Juan to RTM Dale and -not- give him any other assignment, does that make him more available (bonus or direct action) in some fashion for the next Miniturn?
 
Cradle is still nice as it can be paired with another option like making connections or how can we help since it is both blue and we get the agent back after two turns. I do think we need to go 1 infrastructure project, and some combo of RTM, other research and trade. I keep harping it but the trade deals have good repayment times, Bells pays itself off in 2.5 turns and the worst pays for itself in 5. And that is assuming that none of the infrastructure that boosts trade ends up boosting those trade deals. If they do then they combo very well.
 
I don't think Chiming Forest is anything big, 'just' a camp, and Cape Sous is just a castle...

But both of them did have rolls to see if they would count as infrastructure (and both failed the roll). Thus, they could count toward infrastructure for our level. I was just wondering if we could do anything to trigger more rolls.
 
The more I think about it, the more I become convinced that trade is our doorway to actually having a non-crappy amount of money. Infrastructure has a pretty middling return by itself, but paired with trade it could have a fairly significant effect. For that reason I'd be in favour of prioritising the infrastructure projects that directly benefit trade (in this case the docks).
 
Edited my plan.

Changelog v1.1:
Swapped Juan to RTM Dale and cut Tellarvangelists to pivot towards the Docks project next turn
 
. Also our military upkeep is around 18k, we have a personal action for Evelyn that can reduce that by 1% or 1.8k which is just short of the price of RTM so there is another spot we should be able to make some gains.

Er, no. You either have the % of the action or the end result wrong. 1% of 18000 is 180. Drop two zeros, not one.

It started as soon as we landed. Daisy Connor was with me and she seemed to think she was in charge because she'd been around longer. Not a chance. After the third or fourth time I'd giggled when she was trying to plan what we were going to do, I thought she took the hint. But as soon as we got off the boat, she tried to kill me. Like seriously. That's so insulting. And it wasn't even in a fun way, she tried to put something in my drink. Puh-lease. Master poisoner over here, helloooo.

This is hilarious.

But tricky tricky Olivia. She was a Teuvian on the down low and was actually only pretending to help. If she'd gotten her hands on Angelica, I bet she would've offed her. Which might've been okay if I could watch, but Richard seems like he would've objected to that so I guess it's better we didn't.

Man, Melody is an awesome character albeit one I'd not want to live in the same city country world as.

@Katreus @Void Stalker @Zoxabels @Terrabrand
I need some kind of consensus here. Currently we are set up to have May do the Bridge next turn. Juan is RTMing Antilles for the other Bridge bonus, then Juan and Louise will RTM Sonissimmo and Vincennes for the Architecture bonuses, which May will hopefully pass the subrolls to incorporate any lessons involved there afterwards after the first turn of construction.

The proposition is to be braver and have Juan swap to RTM Dale for the Ports and Trade bonuses, then have May do the Harbor fixes instead. We would probably still do Vincennes and Sonissimmo (architecture is architecture), maybe Capo instead of Sonissimmo because the Bridge would be Grand while the Harbor likely isn't and we can pick up the Harbor Forts (if there are any) that way.

1) Advantages to staying are that the Bridge takes us to Infrastructure Level 3, it will do pretty big things for the city, and that it keeps Juan far away from Dale in case of any Teuvian shenanigans. It's also technically cheaper as a project by 7.5k.

2) Advantages to swapping are that the Harbor does not have 4k of Civil Upkeep afterwards, that it will benefit Raleigh/Dyelin, and that RTMing Dale will let us pick up Trade bonuses potentially. Also, if there are any additional lessons to be had from Architecture/Harbor Fort bonuses, they're likely easier to put into place after the first turn than in the Bridge. (And frankly if we miss them, I'm not going to cry about it, whereas for an important project like the Bridge I'd be a hair more annoyed.) Also, as a boost to Trade, there are probably synergy bonuses more naturally from all the other projects on the table. (The one that makes that new ship connection that Khironex scouted for us, for example.)

If I follow correctly I'm interested in the swapping, but I'll trust your judgment on this.
 
Quest - Turn 4 - Dale Turn 2 Options
Mechanics Note - 1 Agent, 1 Action for this. Destination only matters insofar as you may need permission to operate there. Money still applies.







====

"I could take them," grumbles Audrey.

"Ehhh, maybe," replies Candice. "They're cute, though."

"Well, that's why they're here," snorts Audrey. She pauses and cocks her head. "I suppose that's why we're here, too."

The House of Falling Leaves is nowhere near as illustrious a venue as the Ridderken Arena. The roof is much lower, for one, and the appointments much less ornate. Even so, it has its own majesty, with three levels of balconies surrounding a circular arena. Blunted weapons and skimpy outfits are the norm, with the serving staff wearing not much more.

"It's all staged, you know," comments young Theresa Osprey.

"Right, right," dismisses Candice. "Don't spoil the fun."

"You know, this whole Arbalen trip isn't so bad, really," says Audrey. "If it just stays like this, I'll think I'll enjoy my time here."

Arbalen Turn 2 Options - Late Winter

"Well?" asks Marcus, Marshal of Vassal House Dale. Janie can see the careworn lines in his face. He has aged years in a week.

"He has passed," the healer says as she steps out of the room, Court Songweaver Victor Dale in tow. "There was nothing more that could be done."

"So passes Lionel Thane, sixty years of loyal service," says Lana, the Executive.

"Do you suspect foul play?" asks Shannon Kim.

"Not unless your own investigations turned anything up," the healer replies.

"No..."

Marcus exhales, deep and shaky. "Thank you for your services, my Lady. You are dismissed." The healer makes the proper niceties and departs, leaving Marcus turning his gaze between assembled Councilors, plus Apollo and Janie. "Fuck."

Apollo grunts, folding his arms as he looks at the former Tariff Chief's quarters. "Whether Teuv had a hand in his passing or not, they certainly profit from it."

Lana nods, hands on her hips. "Yes, they do. Arbalen has a number of ... let's say serviceable stewards, but no great minds for numbers. Finding a replacement for Lionel will be really hard."

"And while his replacement learns the ropes," begins Janie, "There's plenty of room for Teuv to-"

A slight tremor runs through the timbers of the Garden Castle, and a distant rumble catches the ear. The assembled exchange glances for a moment and then rush as one for one of the balconies. When they emerge onto that vantage point, they can see the city laid out before them. Off, down by the Valeigh Harbour docks, a pall of smoke is rising, and distant panicked shouts can be heard tinnily.

"That," mutters the Exchequer, a young merchant commoner, "Would be about where the Customs House is, wouldn't it?"

"I'd say it 'was' where the customs House was," corrects old Stephanie Dale, the House Justice. "If you'll all excuse me, I suspect I have work to do."

====

You have FOUR agents available. You may apply ONE agent to an action. Each agent may only take on ONE action.

Name State Best Stat Best Value Second Stat Second Value
Candice Kettleblack Healthy Magic 29 Intrigue 20
Janie Tellar Healthy Intrigue 33 Diplomacy 25
Lea Tsu Healthy Martial 32 Comb/Diplo 23
Audrey Suarez Healthy Diplomacy 25 Intrigue/Magic 22
Apollo's Bonuses:
Martial: 8
Stewardship: 11
Diplomacy: 7
Intrigue: 9
Magic: 2

Budget: 12,400g starting funds from Tellar
Income: 2,000g from Dale, 2,000g from Tellar, per turn

Forces: none

Assets:
Home Base, +10 to Stewardship actions
Ridderken Duelist, +10 to Small Raid Actions
House Leader Links (+10 to coop rolls with Mei, Thane, +20 with Bolden, auto with Laine)
Emergency Warrant
Shannon Kim Cooperation (+10 to Dale intrigue rolls)

Vassal House Dale - Full
Minor House Mei - Grudging
Minor House Thane - None
Minor House Yin - Grudging
Minor House Osprey - None
Minor House Laine - Grudging
Minor house Bolden - Full

Martial Actions

[ ] - There Will Be Blood - Once a Province begins the slide into a full-blown revolt, it takes on a life of its own. The importance of an individual pales, the cause becomes all. Even a slain leader simply means a martyr for the cause, especially for a religious uprising. If Sarah Asteron is right that things have hit the tipping point, then there will be blood. Someone needs to survey the province to give you an headstart. [60% base chance of success, 500g, Martial Test, chance of combat, will gain bonuses to chance of holding strong-points in event of revolt, option to fortify]
-[ ] Target District to survey - must be giving Full cooperation

[ ] - Learning Steel - In Usone Bay, under House Yin, there is a famous school of the sword arts. You would wager that any prospective revolt would have an interest in their students to bolster their ranks. Perhaps a visit would turn up some leads? Or even a potential ally for the hard fighting to come. [55% base chance, 200g, gain information, chance of turning up a melee asset]

X - A New Manual - Trying to sniff out signs of Teuvian influence is a tricky task, and not one that regiments are normally trained to handle. Time to fix that up. (Unavailable due to lack of troops) [50% base chance of success, 0g (Dale handles cost), train your forces in Anti-Teuv techniques, that regiment gains bonuses when conducting sweeps, checkpoints, etc]

X - Checkpoints - Establish check-points around a District to inspect people moving on the road, as well as patrols to clamp down on people trying to go around them. (Unavailable due to lack of manpower) [50% base chance, 500g, gains a chance of catching Teuv agents each turn in operation, applies malus to Teuv actions in this District, requires 100 soldiers]

X - Assault - Assign one of your agents to lead an assault on a known Teuvian position. (Need to identify a target, need forces to assign)

Diplomacy Actions

[ ] - Sweet-Talk - Send your agent to the Court of the Minor House to present your credentials from the Dale and spin a cover-story of Vincennes agents that you are tracking down. Less likely to be believed, but also less likely to ruffle feathers. [40% base chance, 1 turn, Get change in level of cooperation in a given Minor House upward by 1 level (None->Grudging->Full)]
-[ ] Target House
-[ ] Spin a Cover Story - You don't necessarily trust this House, and worry that anything you tell them may get leaked to the Teuvians. But perhaps you don't need to tell them the whole story? Or, well, any of the story. [Change to 40% base chance, 200g, but target House will not be aware of your true intentions]

[ ] - Requisition - Ask to have a regiment of Dale Household troops detached to your command. It is likely that the Dale Mezzo will honour your request. Apollo warns, however, that it is likely that Teuv will notice such an overt act, and they may realise your mission sooner than hoped. Further, there may be a few extra strings attached... [60% base chance, 500g, 500 Dale Men-at-Arms acquired, may be divided up as required]
-[ ] Target House: You can direct this request to a different Minor House that is giving Full Cooperation

[ ] - Join In The Chorus - Take a stroll down to the Arbalen Pit, which the Royal Army in the east calls home, and meet the commanders. The Symphony Guard are professional heavy infantry, sworn to defend Sartier against outside influences. But they are not incorruptible, and you know that any Teuv plan to deal with Arbalen also needs a plan to deal with this base. [45% base chance, 500g, Outreach to Royal Army to allow greater access to their base and resources]

[ ] - Insurance Policy - Logan Sarba has taken up the post of commanding the border peacekeepers between House Dale's province of Arbalen, and House Vincennes' province of Marlingtay. This represents many regiments of troops that are almost assuredly loy- ... well, almost assuredly Teuvian. Perhaps he'd be willing to open a line of communication? [55% base chance, 400g, gain Logan Sarba asset]

[ ] - Courtly Graces - The Court Nobles are always scheming, scheming, scheming. Janie and Apollo will both gleefully confess to this. As the mists roll in, this penchant becomes ... a bit more sinister. [variable base chance, 400g, visit a Court and assess the current Court Reliability, and the Teuvian Court Influence present, possibly uncover assets]
-[ ] Target House - must be giving at least Grudging cooperation.

Justice Actions

[ ] - That Wasn't Very Nice - So someone went and serenaded the Customs House with a Song of Concussion by the Harbour. It made rather a mess. Justice Stephanie Dale is handling the investigation, but if you'd be willing to run down a lead on a potentially related group called the Children of the Hidden Moon, she would appreciate it. [45% base chance, Intrigue Test, 200g, pin down and attempt to remove a Teuv group asset]

[ ] - Justice League - Not just Dale, but each of the Minor Houses have their own Justice with resources and responsibilities. It would be helpful if you could bring these people together to meet with you and discuss the pending problem. [50% base chance, 500g, Diplomacy Test, gain access to Arbalen province Justice assets]
-[ ] Write in: Exclude Houses

[ ] - A Question of Loyalty - Work with Stephanie Dale, the Justice in Arbalen, to assess the loyalty and reliability of the House Dale forces. [50% base chance, 500g, provide detail on the chance of regiments staying loyal during a Teuvian revolt]

[ ] - Claiming Jurisdiction - Use the authority at your disposal to force one of the Minor Houses to open their doors to your work. It will allow you more direct access in future turns to the province, but may chafe the locals. [60% base chance, 1 turn, Diplomatic Test, Force change level of cooperation in a given Minor House upward by 1 level (None->Grudging->Full), chance of causing aggravation]
-[ ] Write in: Minor House to approach

[ ] - What Shall We Talk About? - There are already Teuvian followers in the dungeon at Garden Castle, just cooling their heels and waiting for some earnest sort to come along to talk to them. Perhaps if you go cure them of their loneliness, all sorts of secrets might fall out? [50% base chance, 0g, conduct interrogations of Teuvian-captives already held by House Dale, may gain information]

Intrigue

[ ] - A Knife In Shadow - You know, you're rather on your own out here. Perhaps you can turn up some useful sorts in the Carnation Ward who can help you open the right door. Or right safe. Or right throat. [60% base chance, 1,000g, attempt to recruit a new intrigue asset from within Arbalen] (This will be a newly rolled agent, and may be difficult to vet)

[ ] - Tourism - You're on unfamiliar ground, dealing with unfamiliar people. Maybe it would be best to have an agent take a tour of the major towns in Arbalen and report back as to what items of interest there are? [40% base chance, 500g, gain new options, updated district information]

[ ] - Skulk - Many things go bump in the night in the Carnation Ward. If you spend some time there, putting whispers in the right ear, perhaps the right lips will put the right whispers back in your ear? [40% base chance, 500g, gain leads on Teuvian assets in Arbalen]

[ ] - Whispers in Southmarch - Shannon Kim happens to mention that after Tobias Laine was executed by Arnold Vincennes, the only truly effective enemies of the Dale were in Southmarch. Perhaps he will be willing to put you in contact with the Spymaster of House Mei for a contact who is a little closer to the countryside? [40% base chance, 200g, meet the House Mei spymaster, gain information on suspected Teuvian assets to follow up on]

[ ] - Lurking in Mollandt - So you're told that Veronica Nils is basing herself out of the District of Mollandt, home of Minor House Thane. The Dale spymaster and Justice both tell you the place has gone downhill faster than anyone believed possible. Well, if the twisted Soothsinger is based there, you now know why. Someone needs to try to get a handle on what the situation here is. [40% base chance, 400g, attempt an intrigue survey of the district, chance to gain information on Teuvian assets and agents]

[ ] - Officers and Gentlemen - Officer corps for noble house troops are usually formed from a mix of petty nobles and the more illustrious gentry. Many of these are staunchly loyal, steadfast, and stout-hearted men and women. These are of course the first people the crooked officers will knife when the time comes. It might be an idea to go mingle with the officers corps of a House to look for conspiracies among those in charge. [variable chance, 450g, chance to identify an officer-based Teuvian assets in a target House]
-[ ] Target House - Must be giving at least Grudging access.

Stewardship

[ ] - On The Boardwalk - Spend some time in Valeigh Harbour, tracking the ships as they come and go bearing their cargo. Teuvian assets are no doubt coming in via the sea, and perhaps you can pin down which ships are plying this trade? [40% base chance, 200g, gain information, potentially interdict incoming resources]

[ ] - Check The Ledgers - The noble houses are the greatest sources of funds available, and if you want to fund a small army, it helps a lot if you can funnel funds away from them. Perhaps looking over the books may be in order? It's also safer than running around the streets. [30% base chance, 500g, possibly gain leads on crooked courtiers or their destinations]
-[ ] Write in: Which House? Must be offering Full Cooperation

[ ] - A Little Coin, A Little Steel - You're cut off from normal source of troops, but Arbalen has its own thriving community of sellswords who can provide you with a meatier striking arm. In particular, one with no noble strings attached. [60% base chance, 2,000g, 100 mercenary Men-at-Arms recruited]
-[ ] Double-Dose [50% base chance, 4,000g, 200 mercenary Men-at-Arms recruited]

Magic

[ ] - Black Cats - Superstition and belief in the old powers of the land in many ways appear to have opened the door to a ready acceptance of Teuvian missionaries. But why? What is it about these old traditions that lends itself to Teuv? More importantly, if you can find out which traditions have become particularly tied into Teuv, you will have a number of leads to follow. [50% base chance, 500g, learn about the old lore of Arbalen, gain leads on Teuv groups]

[ ] - Lost in the Mists - You've been told that it was the way that the mists mapped to Teuvian activity that tipped off Victor Dale to the depth of the trouble they were in. Perhaps if he can teach you how to look for this unnatural reaction, you can get some warning when those forces are close? [40% base chance, 1,500g, Songweavers get a saving throw against ambushes, gain new research options]

Apollo

(Pick one thing for Apollo to focus on this turn)

[ ] - Show Your Cards - Arrange of meeting of the Minor House Lords that you think you can trust, and reveal the coming Teuvian assault. Gain greater cooperation and more assets from the Minor House Lords ... if you were right to trust them anyway. [60% chance, 1,000g, bump up access across all invited houses]
-[ ] Write in: Which Houses are invited.

[ ] - Unsheathing - Apollo will make a request of the Dale Mezzo to get a District declared a free fire zone, allowing the use of punitive raids, battlefield magic, or overt acts against the Courts in those Districts. This in effect becomes a declaration that the district is nearly in revolt, and is not taken lightly. [base chance varies according to what you have been able to prove about a district and the chances of saving it, Diplomacy Test]

[ ] - The Lords of the North - Great House Capo has an obvious interest in their vassals, and may be willing to offer you powerful aid. Of course, in Carentan help is seldom free, and do you really know who you can trust there? [???% base chance, 1,000g, opens up lines of communication to Great House Capo, with the possibility of aid, forces, agents, coin, but a multitude of risk]

[ ] - Request Aid - You aren't in this complete alone. Powerful forces are arrayed behind you, able to offer aid if you can make your case for more resources. There are a number of things you can ask for, such as...
-[ ] Gold Crowns - Money to grease the wheels, money to pay the swords, money to buy the bricks and mortar. It has to come from somewhere. [50% base chance, gain additional 5,000g from Tellar]
-[ ] An Additional Agent - This is a bigger job than expected, perhaps you can call in an extra pair of trusted hands? [30% base chance, request an additional agent from Court at Harper] (This chance will increase each turn, will pop an option up to the next main turn or mid-turn to pick a candidate from your existing list or check through the Minor Houses)
-[ ] Symphony Guard - [40% base chance, 200g, requisition 100 Symphony Guard soldiers from the Royal Army - will require telling the base commander that you are hunting Teuv and that you are here under authority from the Tellar Symphony]
-[ ] Border Force - Attempt to bring troops north from Logan Sarba's border force to aid your efforts. [40% base chance, 500g, gain 100-500 soldiers depending on success]

[ ] - Hovering Boss - Apollo will spend his time this turn supporting his agents more closely, using his experience and talents to help them dodge pitfalls. [Automatic success, 0g, Apollo provides double dice-bonus for agent actions this turn] (Repeatable)

X - Cry Havoc - It is time for war. Start it on your own terms. [Instructs Dale to Raise their Banners and summon all loyal forces to their side - the revolt begins] (Unavailable - Triggers not yet met)
 
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[X] Apollo - The Lords of the North
[X] Candine Kettleblack - Black Cats
[X] Janie Tellar - Lurking in Mollandt
[X] Audrey Suarez - On The Boardwalk
[X] Lea Tsu - Join In The Chorus

There are a great many actions that would be wonderful to complete, but unfortunately we don't have the agents to get even most of them. Top priority then is to contact Capo for more resources, which should now be easier as Monica would have already gone to inform them. They have to respond to the Arbalen crisis, and the easiest way would be to funnel more resources to an already ongoing group of anti-Teuvian agents in the province before they likely establish one there themselves.

I've put Candice on Black Cats as it fits her skill set wonderfully, and I have Janie Tellar following up on the high roll we got an Veronica Nils last turn.

I've gotten Audrey on looking at ongoing sea trade as we know that the ports are a vector of Teuvian influence and the previous person in charge of Tariffs has just died so even if his death was natural, his successor would have difficulties moving into the job. This action if it succeeds should also put a malus on Teuvian forces this turn which is a good thing, while potentially providing a leaping point for other investigations due to where the trade were going and have gone in the past.

Finally I have Lea Tsu visiting the Royal Army base hopefully so we can see where it's been infiltrated at a later date and to use their forces to aid those actions that require manpower. The Royal Army after all is only forbidden from attacking noble houses, not rebellions within provinces.

I'm contemplating though whether to instead put Janie Tellar on investigating the Customs House which would ideally synergy with investigating the ships, but I'm unsure whether that's more important than Nils herself. I'll have a further think about it later. Also likewise the Justice Meeting looks great for reasons I've stated in other posts as it allows those who are anti-Teuv initiative so they can start acting, but I feel now it would be better done Sartier wide rather than focused in Dale itself.
 
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I really want to get some troops so we can train them in anti teuv stuff, either mercenaries or dale troops.
 
[X] Apollo - Hovering Boss - [Automatic success, 0g, Apollo provides double dice-bonus for agent actions this turn] (Repeatable)
[X] Lea Tsu - Insurance Policy - [55% base chance, 400g, gain Logan Sarba asset]
[X] Audrey Suarez - That Wasn't Very Nice - [45% base chance, Intrigue Test, 200g, pin down and attempt to remove a Teuv group asset]
[X] Candice Kettleblack - Lost in the Mists - [40% base chance, 1,500g, Songweavers get a saving throw against ambushes, gain new research options]
[X] Janie Tellar - Courtly Graces - [variable base chance, 400g, visit a Court and assess the current Court Reliability, and the Teuvian Court Influence present, possibly uncover assets]
-[X] Mei

Apollo - I actually don't want to talk to Capo as I feel it just increases the vulnerabilities our group is exposed to and risks blowing our cover to the Teuvs, especially since we're pretty sure that one of Capo's agents is actually a Teuvian. Capo, once notified by Monica, will no doubt contact the Dale Mezzo on their own, and the Mezzo can just handle them and act as point of contact to prevent duplication. And, well, they have to anyway so it's not a new vulnerability we'd be exposing ourselves to. Therefore, Apollo just provides bonuses, which are sorely needed.

Lea Tsu - We need assets - and Logan Sarba, as the military commander of one of the biggest forces around that actually has a chance of entering Dale to help, has always been in my plans to contact. I want to make sure every mini-turn that we have someone trying to gather assets / resources, someone vetting the key houses (Mei, Laine, possibly Bolden). For Thane, I'm cautious to move more openly (i.e. courtly graces) until we're ready to move against the missionary. Anyway, sending Lea because I need the others elsewhere, this is one of the highest success chance options, she's only 2 less than our highest diplo characters, and she and Sarba should get along as Marshalls and nobles.

Audrey Suarez - I need Janie elsewhere, her intrigue is 2nd highest, and I'm betting that her Lawbringer trait is going to help. Also, we really don't need a Teuvian group with songweavers running around blowing up things. That would certainly make holding the district harder. I'm hopeful we can just track them down and hand the actual enforcement off to Sarah Dale and her assets.

Candice Kettleblack - Still not happy with putting her on researching Teuvian gods in general yet, but anti-Teuv is stuff we both need and is helpful (for any assets we pick up and in the future). Also, as the songweaver house, this research will be immensely more helpful to us than to others.

Janie Tellar - Mei guards the approach to Arbalen and almost certainly has a bunch of military assets. Luckily, they also seem (relatively) to be one of the less-Teuvian provinces. We absolutely need to get a better handle on what way they're likely to jump and help shore them up if necessary.
 
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are you sure we can use apollo on hovering again? I feel like we need to do as many actions as possible to prevent the teuv from getting to big advantage. and I really feel like we need to vet the armies soon incase the rebellion starts earlier then we think.
 
are you sure we can use apollo on hovering again? I feel like we need to do as many actions as possible to prevent the teuv from getting to big advantage. and I really feel like we need to vet the armies soon incase the rebellion starts earlier then we think.

I plan to do vetting the armies next turn (with Audrey) while Lea talks to the Sartier Army. I honestly don't see much else Apollo should be doing right now, unless it's getting a new agent. But as mentioned last turn, who could we get that seems helpful and isn't ... compromised? I mean, I'd really like Bea Chin... but people are unsure about her loyalty. We can't even really call Justices to a meeting or let Houses know yet because we've done no vetting at all and that blows our cover straight out of the water right away.

Just in general, while these success percentages are 'ok-ish,' we're working with agents that have lower stats than our full-time Agents - and Apollo's bonuses, on their own, just isn't that much. Doubling them only somewhat (in some cases) approaches the bonii we'd get from Tellar on actions. (Candice, for ex., is only barely going to break 70% chance, whereas she'd be fine with regular Tellar bonii). I figure it's better to just get higher percentage chances that we don't waste our actions.
 
id like for him to get us those soldier from the border force but I can get behind having him hovering. But I would really like to put up some check points and trying to catch teuv agents.
 
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