Just like how she "nicely asked" for the hero to write a book. ; )
Other than that yeah it seems like most of what we need, the only other thing we need now is a way to start doing more damage to deal with these tougher jobs.
-[X] Use the training facilities X2 (Marissa)
--[X] Dexterity
-[X]Go with Yolko and "talk" to some of the caravan mages about magic. Maybe it will finally work. If not, sigh in frustration and ask her what she thinks the next step is. (Irene)
-[X] Research Vitae (Irene)
[X] Hunt with Gren's Group (2 Actions)
Might be a good idea. At least on a temporary basis. The next few turns for Marissa are going to be "training, training, hunting and training." Not sure what Irene will get up to yet.
Scheduled vote count started by Arcanestomper on Jan 27, 2024 at 12:40 AM, finished with 12 posts and 2 votes.
[X] Plan: Just another month really
-[X] Use the training facilities X2 (Marissa)
--[X] Dexterity
-[X]Go with Yolko and "talk" to some of the caravan mages about magic. Maybe it will finally work. If not, sigh in frustration and ask her what she thinks the next step is. (Irene)
-[X] Research Vitae (Irene)
Winning Vote
[X] Plan: Just another month really
-[X] Use the training facilities X2 (Marissa)
--[X] Dexterity
-[X]Go with Yolko and "talk" to some of the caravan mages about magic. Maybe it will finally work. If not, sigh in frustration and ask her what she thinks the next step is. (Irene)
-[X] Research Vitae (Irene)
[X] Hunt with Gren's Group (2 Actions)
This month Marissa attempts to work on her dexterity. She leaps and twists through the obstacle course, but the problem is that it's too easy. She's already done this a hundred times. Trying to push herself at this means shaving a few laborious seconds off at a time. It's grinding and boring, but at least she makes steady progress at it.
Dexterity - Bone Violet (Rank 7) -> Bone Violet (Rank 7 2/7)
Yolko and Irene go the actual caravan portion of the Caravanserai. In comparison to the refugee quarters these streets are clean and the store fronts well kept. Of course the prices also make Irene wince, but fortunately that's not what they're here for.
Instead they look for the caravans themselves. Here in the city it's safe enough so the guards are mostly left to their own devices and the mages among them are happy to chat. They actually seem perfectly happy to teach Yolko if it came to that, but unfortunately caravans don't stick around for any real magical training, and they don't want to just make copies of their spellbooks.
However once they hear that Irene and Yolko are members of the Steel Company they look thoughtful and the duo get several offers to accompany the caravan when they head back out. Of course the women turn them down, but afterwards they talk with the rest of the party. It seems like this might at least be a somewhat viable way to learn something.
As long as the party is willing to leave Dreosaston.
New Action
[ ] Join a Caravan
If the party is willing to hire on as guards for a caravan then they can get magical training as part of their payment. This has the benefit that they could end up in another city with better magical opportunities. But of course they'd have to leave Dreosaston.
In her far off castle Irene has run into a bit of a stumbling block. Now that she can see Vitae the next step is obviously being able to manipulate it. But that's easier said than done. It's clearly possible. She's seen people do magic. She's been right beside Yolko for more than a year if nothing else. But something just seems to be missing.
Her most successful experiment involved a rather elaborate series of magnetic fields and lenses that just barely managed to deflect a stream of vitae a bit. Of course it would probably help if she actually had a consistent source of vitae. The vitae under the castle seems somewhat erratic. It disperses in fits and starts.
She's used her vitae goggles to look at the flow in the Steel Company training courtyard and it's far steadier, but of course she can't just set up a lab there. Perhaps there is something she can do at her base to stabilize the Vitae flow and make her experiments easier.
No Progress on Vitae Manipulation
This time the party meets with Gren's Group to hunt a nest of mature thin faces. These aren't the juveniles that Marissa and the others have faced before. They're hulking armored beasts the size of cars and just as fast.
The combined party finds the nest burrowed into a hill to the south of Dreosaston. They watch it for a few days to get an idea of the number of thin faces in the nest. Fortunately there are only five. That'll still be a little tricky, but thin faces aren't very maneuverable for all their speed. If Marissa can keep two or three of them locked down the rest of the party should be able to avoid getting gored by the remaining thin faces.
So after one last night of rest the hunters move out bright and early to clear out the nest. At first the plan goes fairly well. Marissa is able to intercept the largest thin faces and fight it while occasionally jumping to the second largest. At the same time Crimson bats around a third thin face. She has a hard time getting through its armor, but she's more than strong and fast enough to keep it occupied.
That leaves the remaining melee fighters to take care of the last two. Eberth proves that he hasn't been slacking in his own training by handling one himself. He can't just stop it in place like Marissa can, but he can take a hit or two if he angles his shield right. And that's enough to keep it in place for Yolko and Irene to pepper it with spells and bolts while Twoff keeps Eberth healed.
The last thin face gets tag teamed by Gren and Verdur. Neither one can really take a hit from the massive beast, but they're both fast and used to working with each other. When it goes for one the other attacks it from the side to distract it. And by trading roles back and forth they keep the thin face occupied until the rest of the party can come finish it off.
Everything is going fairly well. Right up until the sixth thin face barrels out of the nest. Letting off a high pitched screech it charges into the fray like an angry juggernaut. Marissa attempts to intercept it, but she has to immediately turn around to deal with the ones she was already fighting as they try to break past her. And no one else is in any position to deal with the new and unexpected threat.
So it is unopposed as it makes a beeline straight at Yolko. She attempts to get out of the way, but speed is not her forte and the thin face smashes right into her side. She's flung into the air and only saved from slamming into a nearby tree by Crimson making a leap to cushion her against a mound of soft fur.
Of course that leaves Crimson's thin face free to join the fray as well and the battle dissolves into chaos as everyone desperately tries to dodge out of the way of rampaging monsters. Fortunately after some more frantic fighting Irene is able to get some lucky shots in to blind them one by one. With the thin faces no longer able to see, their charges get far easier to predict and avoid, and the party manages to kill them all at last.
Irene and Twoff immediately check on Yolko. She's been seriously injured with a massive hole in her side and crushed ribs. But between Irene's bandages and Twoff's spells they're able to stabilize her. In fact Twoff thinks that she'll be fine after a few weeks of rest. Irene is a bit doubtful, but she does admit people seem to heal a lot faster here.
Marissa is also fairly hard hit emotionally. She blames herself for not being able to stop the last thin face and getting Yolko injured.
Gained: 2 Gold
Yolko: Wounded (Not available next turn)
Marissa Morale Decreased: [Happy]
Actions
Marissa and Irene can each take four actions each turn. Each turn is a month and each action represents about a week's worth of effort, though that time might be interspersed throughout the month. Marissa will spend one action every turn taking care of the puppy until it's grown.
The Steel Company expects them to take on at least two actions worth of jobs each month. Though they can work together. In exchange the Steel Company will provide a monthly salary of 25 silver to them.
Multiple month's worth of action can be attempted in one plan.
DCs: For now all DCs are at the Bone level. Which means Marissa will auto pass any defense checks.
Other Actions: If you want to do something that isn't listed I'd be happy to add an action for it. There's no way I've thought of everything possible.
Survival
Shelter
[ ] Camp in the Woods
Marissa and Irene have been roughing it in the obsidian wastes for over a month now. By comparison the side of the mountain is almost idyllic. Still not exactly comfortable though.
Cost: Free
Shelter: Uncomfortable
Danger: Low
[ ] Find an abandoned Shack
The Caravanserai layer is a bustling place full of merchants and foreigners. There are lots of buildings that get built in one year and abandoned the next when their residents leave or go out of business. Marissa and Irene can take one over. Unfortunately the good spots already have residents.
Cost: Free
Shelter: Adequate
Danger: Medium
[ ] Rent a Room (Default)
For similar reasons renting cheap rooms to travelers is a good business in the Caravanserai. There are plenty of places that can rent out small rooms for low prices. They aren't very nice rooms, but the main benefit is not needing to worry about someone stealing your stuff while you're sleeping.
Cost: 1 Silver
Shelter: Decent
Danger: Low
[ ] Rent a Nice Room
There are plenty of merchants who want somewhere actually decent to stay, and plenty of inn keepers willing to accommodate them. It won't be cheap, but if Marissa and Irene can put together the money they could have somewhere nice to stay.
Cost: 1 Gold
Shelter: Good
Danger: None
Bonus: Includes Decent Meals
Food
[ ] Cook Monster Meat
They did it in the obsidian wastes. They can do it again. Marissa and Irene will live off the meat of the monsters they hunt. Marissa will not be happy.
[ ] Buy Spices and Fruits
If nothing else Marissa wants to augment their meals with some nice things. Bread and some spices at least. Maybe some fruits and vegetables. Eating monster meat all the time can't be healthy after all. This will cost a bit of money, but get the food quality up to acceptable levels.
Cost: 2 Silver
Food Quality: Adequate
[ ] Meals (Default)
There are plenty of people selling actual meals in the Caravanserai. It's more expensive than subsisting on monster meat, but Marissa will breathe a sigh of relief.
Cost: 10 Silver
Food Quality: Decent
Recovery
[ ] Rest
Sometimes things go wrong and people get hurt. There isn't much recourse for this in the caravanserai shanty towns. The priests of Seok at least help with the worst of it, but they won't or can't heal anything beyond that. There are medicines on the market, but they're well outside the duo's price range at the moment. So all that can be done is to keep injuries clean, rest, and let bodies heal themselves.
-[ ] Wounded - Takes 3 Actions to fully recover
-[ ] Injured - Takes 1 Action to fully recover
Adventuring
[ ] Hunt Monsters (Strength vs 12, Defense vs 12)
The local monsters aren't terribly strong. At least not outside the mountain. Caravan guards, the local garrison, and higher level adventurers deal with anything too dangerous. Still there are plenty of monsters that just aren't worth their time. These monsters are too weak to threaten anything major, but they're just right for a pair of new adventurers to practice their skills on. And in a pinch eat.
Gives: XP based on Strength Successes
[ ] Travel to the Pale Woods (Stone: Strength vs 12, Stone: Defense vs 12)
The Pale Woods is far enough out of the way that it'll be more than a day trip to get there. Marissa will have to travel for several days and camp out once she arrives. Once there she'll scout around for some of the local monsters to kill. She's heard they're a lot tougher than the salamanders so she'll have to be careful.
Irene refuses to let Marissa do this alone. She will go as well to help find weaker monsters and fight stronger ones. As such this will cost an action from both of them.
Gives: XP based on Strength Successes
Knowledge
[ ] Train a Skill
- [ ] Write In
Marissa and Irene both have things they are good at and things they need to work on. They can set some time aside to work on their skills.
Increases Skill Proficiency one level up to Ordinary
[ ] Learn more about a specific Organization (Perception vs 14)
-[ ] Target Organization: Write In
With increasing proficiency in the language it might be possible to gather more information about a specific organization.
[ ] Look into something (Perception vs 12)
-[ ] Write In
Check something out in more detail.
The Caravanserai - New!!
[ ] Do some Scribe Work (Intelligence vs 12, Intelligence Pay vs 8)
It would be possible to do some scribe work reading and writing letters for people who can't on their own. With some work this could even provide a steady business. Unfortunately Irene can't read and write the local languages at the moment. And Marissa isn't really suited for this kind of work.
Requires: Language Proficiency (Ordinary)
Pay: 1 Silver + Intelligence Successes
[ ] Do Some Accounting (Intelligence vs 14, Intelligence Pay vs 10)
If people who can read are in demand, then people who can read and do reliable math are even more so. The businesses and merchants will pay well for someone to handle this. However it will require a substantial level of trust first.
[ ] Go to the Market
-[ ] (Optional) What are you looking for?
This is the Caravanserai. There are thousands of things being bought and sold all the time. It's quite possible that Marissa and Irene could find things to make their lives easier here.
[ ] Have something made
-[ ] Write In
This is literally the kingdom of dwarves. You can get practically anything made here from pottery to crossbows to masterwork swords. Still you probably aren't going to find the best craftsmanship up here in the Caravanserai. You need to go deeper to find the better smiths. Of course those would be more expensive.
[ ] Join a Caravan
If the party is willing to hire on as guards for a caravan then they can get magical training as part of their payment. This has the benefit that they could end up in another city with better magical opportunities. But of course they'd have to leave Dreosaston.
Relationships
[ ] Throw Marissa a birthday party
Costs 10 silver for party supplies. Will massively improve Marissa's morale.
[ ] Deal with the Knives
Apparently the Knives haven't forgotten that several of their members were killed by Marissa and Irene. The threat of their retribution is ever present, and it might be a good idea to deal with them. Unfortunately while Irene has learned about them in general neither of them has much direct experience with who the actual local gangs are. So the first step is to deal with them.
The Steel Company
Current Rank:
Marissa: Corporal
Irene: Private
Salary: 25 Silver/ Month
[ ] Take a Job
The Steel Company is an institution founded on combating the local monsters and it expects all of its members to do their part. The senior officers will assign Marissa and Irene, and any other party members, a target which they are expected to take down within the month.
Gren, Twoff, and Verdun normally have their own bounties. But if your two parties combine you can take on missions that the Steel Company normally reserves for corporals or even sergeants.
This will be a DC 14 bounty that takes 2 actions and pays out 2 Gold on success.
[ ] Use the Training Facilities
-[ ] Attribute
The Steel Company has extensive training facilities to help with all manner of different kinds of self improvement. Members are encouraged to use them extensively as the Steel Company's main goal is to train a force of powerful warriors.
Applies 1 EP towards training the chosen attribute.
Costs per rank
Bone: 1 EP
Stone: 7 EP
Copper: 56 EP
-[ ] Train Faster (Irene Only)
Irene isn't really improving herself. She's simply putting in the work so it's not suspicious when she uses a larger portion of her full capabilities. She can increase this rate beyond what is normal for the other rookies.
Applies 2 EP towards training the chosen attribute.
Marks Irene as a Prodigy if she continues doing it.
-[ ] Train Even Faster (Irene Only)
There's no real limit to how fast Irene can "improve." But if she learns this fast it's going to draw actual suspicion since it takes something beyond just being naturally talented to learn this fast.
Applies 4 EP towards training the chosen attribute.
30% chance of increasing Black Cloak Suspicion
[ ] Socialize with other members
The senior officers want everyone to remember that they are part of the steel company as a group and not just lone warriors. As such they encourage members to socialize and eventually form long term adventuring parties.
[ ] Form a party
Marissa and Irene can group up with other members of the Steel Company to take on more difficult bounties. However doing so will also result in the senior officers expecting more out of the expanded party.
-[ ] Twoff (Priest)
-[ ] Verdur (Barbarian)
[ ] Visit the Armory
The Steel Company Quartermasters are willing to provide some basic gear to members based on their rank in order to accomplish their bounties. They are also willing to provide additional equipment for a reasonable fee.
[ ] Hunt Salamanders 0/4
The Steel Company armorers will need a lot of leather to produce armor from Crimson. And the best place to get it will be from the salamanders in the mountain vents. It's not the best leather around, but it will do the job.
[ ] Get Armor made for Crimson (Locked until Salamanders Done)
The Steel Company is willing to make armor for a dire wolf, and they'll do it at cost. But even so it won't be cheap. Not only will Marissa need to provide the necessary leather, but she'll have to pay for the various metal fitting needed as well as the armorer's time.
[ ] Submit Scout Report
The Steel Company needs to keep updated on the various goings on around the mountain. What monsters are where. If anything especially dangerous has spawned and so on. They are willing to pay a fee for scout reports based on the danger of the encountered monsters.
[ ] Post Bounty
One of the perks of being part of the Steel Company is the ability to post bounties of your own for things that the Steel Company might not otherwise bother with. This does require a small fee, but less than someone outside the company hiring them for a job would.
Castle Base
[ ] Research Vitae
Irene will spend some time at the Castle Base reviewing the sensor readings and attempting to understand what exactly Vitae is and how to use it.
I um.. Feel really bad about Yolko. Oops? Anyways.... I'm thinking we talk with Everson about going off on a Caravan for a while. (I have literally no idea how long that will take. It could be 3 months or it could be several years.) Grab Crimson some armor and see if we can get Irene and Marissa 1 more stat up to stone. But also... Those refugees wound't have a good time... Ugh... Decisions, decisions...
@Arcanestomper How long is a caravan trip BTW? Is that something we'd know after being in the city for.. Just over 3 years?
I just realized that Irene is headed to becoming an artificer If she keeps on in her vitae research O_O
Like it would solve the problem that keeps her from ranking up (not having enough Strength or magic to compensate for that) and alongside it has already estabilished that she is considered brilliant so her having researched vitae using her Earth knowledge (from Marissa's perspective at least) wouldn't really be that farfetched.
I mean if we continue heading that way I can totally see that happening at the very least.
[X] Plan: Androids and Artifice
-[X] Research Vitae 2X (Irene)
-[X] Use the training facilities X2 (Marissa)
--[X] Dexterity
-[X] Take a Job (Both)
--[X] Pack of Rare Skulkers -[X] Join a Caravan
I um.. Feel really bad about Yolko. Oops? Anyways.... I'm thinking we talk with Everson about going off on a Caravan for a while. (I have literally no idea how long that will take. It could be 3 months or it could be several years.) Grab Crimson some armor and see if we can get Irene and Marissa 1 more stat up to stone. But also... Those refugees wound't have a good time... Ugh... Decisions, decisions...
@Arcanestomper How long is a caravan trip BTW? Is that something we'd know after being in the city for.. Just over 3 years?
[X] Training before a trip.
-[X] Take a Job (Both)
--[X] Pack of Rare Skulkers (1 action) (Tell Eberth that it's about time to join a caravan to help Yolko and ask if he has anywhere in particular in mind)
-[X] Use the training facilities X3 (Marissa)
--[X] Dexterity
-[X] Train Faster (Irene Only) X3 (Mention to Everson that Yolko got hurt bad and your party will likely be joining a caravan to try and help her get magic soon. Also that you have no idea when you'll be back.)
--[X] Strength
As a side note. Armor for Crimson. Maybe get Eberth a skill before we leave? At this rate Marissa will be at stone in all her physicals next turn.
It's a tie. I guess I'll keep the vote open for one more day then.
Scheduled vote count started by Arcanestomper on Feb 11, 2024 at 2:02 AM, finished with 11 posts and 6 votes.
[X] Plan: Androids and Artifice
-[X] Research Vitae 2X (Irene)
-[X] Use the training facilities X2 (Marissa)
--[X] Dexterity
-[X] Take a Job (Both)
--[X] Pack of Rare Skulkers -[X] Join a Caravan
[X] Training before a trip.
-[X] Take a Job (Both)
--[X] Pack of Rare Skulkers (1 action) (Tell Eberth that it's about time to join a caravan to help Yolko and ask if he has anywhere in particular in mind)
-[X] Use the training facilities X3 (Marissa)
--[X] Dexterity
-[X] Train Faster (Irene Only) X3 (Mention to Everson that Yolko got hurt bad and your party will likely be joining a caravan to try and help her get magic soon. Also that you have no idea when you'll be back.)
--[X] Strength
[X] Training before a trip.
-[X] Take a Job (Both)
--[X] Pack of Rare Skulkers (1 action) (Tell Eberth that it's about time to join a caravan to help Yolko and ask if he has anywhere in particular in mind)
-[X] Use the training facilities X3 (Marissa)
--[X] Dexterity
-[X] Train Faster (Irene Only) X3 (Mention to Everson that Yolko got hurt bad and your party will likely be joining a caravan to try and help her get magic soon. Also that you have no idea when you'll be back.)
--[X] Strength
The bounty mission is less about fighting skulkers, who fall easily to the group's attacks at this point, and more about working out the logistics of a caravan trip. Neither Yolko nor Eberth have anything much tying them to Dreosaston so they're willing, but they have different ideas of where to go.
Yolko wants to go to the human settlements. The small farms and lumber camps that are springing up in the ruins of Yutie. None of those are likely to have mages of course, but it will give the party the opportunity to explore those ruins. There they would be able to find human magic, especially if they dared to explore the ruins of the old human wizard academies.
Eberth on the other hand wants to play it a bit safer. There are caravans to the Orcish kingdom of Zeaseon. The Orcs have actual universities that aren't in ruins and won't be filled with monsters. It's a certainty the party would be able to find a magic teacher there. Admittedly the group might have trouble convincing those mages to actually teach a human, but that's a problem unlikely to get anyone killed.
The group can't come to a decision yet, and it doesn't help that Yolko is still fairly injured. Eberth has to help her move around and she runs out of vitae for her spells faster than normal. Still she seems on the path to recovery.
Afterwards Marissa and Irene decide to take full advantage of the Steel Companies facilities while they can. Marissa continues to work on her dexterity at the obstacle course, but Irene feels that she should branch out. She goes to the training area where fighters are lifting weights and hauling rocks and gets to work.
Her routine is carefully calculated to push the envelope of what is possible. She doesn't make any gains that would be impossible, but she never slacks off and keeps pushing herself to greater and greater heights. She gains quite the crowd of admirers too as she goes from fairly average for an adventurer to lifting boulders that weigh nearly a ton in a matter of weeks.
There are plenty of adventurers who are stronger of course, but none that can claim they made half a year's worth of progress in just a few weeks.
While this is happening the duo talk with Lieutenant Everson about leaving on a caravan. She is disappointed, but the Steel Company isn't actually a military regiment. Adventurers are free to leave if they want to. Lieutenant Everson does try to talk them into staying, but she doesn't make a huge deal out of it. At the end of the day Marissa and Irene show impressive growth, but are still a long way from being core members of the company.
Marissa Dexterity - Bone Violet (Rank 7 2/7) > Bone Violet (Rank 7 5/7)
Irene Strength - Bone Green (Rank 4) > Bone Violet (Rank 7 3/7)
Actions
Marissa and Irene can each take four actions each turn. Each turn is a month and each action represents about a week's worth of effort, though that time might be interspersed throughout the month. Marissa will spend one action every turn taking care of the puppy until it's grown.
The Steel Company expects them to take on at least two actions worth of jobs each month. Though they can work together. In exchange the Steel Company will provide a monthly salary of 25 silver to them.
Multiple month's worth of action can be attempted in one plan.
DCs: For now all DCs are at the Bone level. Which means Marissa will auto pass any defense checks.
Other Actions: If you want to do something that isn't listed I'd be happy to add an action for it. There's no way I've thought of everything possible.
Survival
Shelter
[ ] Camp in the Woods
Marissa and Irene have been roughing it in the obsidian wastes for over a month now. By comparison the side of the mountain is almost idyllic. Still not exactly comfortable though.
Cost: Free
Shelter: Uncomfortable
Danger: Low
[ ] Find an abandoned Shack
The Caravanserai layer is a bustling place full of merchants and foreigners. There are lots of buildings that get built in one year and abandoned the next when their residents leave or go out of business. Marissa and Irene can take one over. Unfortunately the good spots already have residents.
Cost: Free
Shelter: Adequate
Danger: Medium
[ ] Rent a Room (Default)
For similar reasons renting cheap rooms to travelers is a good business in the Caravanserai. There are plenty of places that can rent out small rooms for low prices. They aren't very nice rooms, but the main benefit is not needing to worry about someone stealing your stuff while you're sleeping.
Cost: 1 Silver
Shelter: Decent
Danger: Low
[ ] Rent a Nice Room
There are plenty of merchants who want somewhere actually decent to stay, and plenty of inn keepers willing to accommodate them. It won't be cheap, but if Marissa and Irene can put together the money they could have somewhere nice to stay.
Cost: 1 Gold
Shelter: Good
Danger: None
Bonus: Includes Decent Meals
Food
[ ] Cook Monster Meat
They did it in the obsidian wastes. They can do it again. Marissa and Irene will live off the meat of the monsters they hunt. Marissa will not be happy.
[ ] Buy Spices and Fruits
If nothing else Marissa wants to augment their meals with some nice things. Bread and some spices at least. Maybe some fruits and vegetables. Eating monster meat all the time can't be healthy after all. This will cost a bit of money, but get the food quality up to acceptable levels.
Cost: 2 Silver
Food Quality: Adequate
[ ] Meals (Default)
There are plenty of people selling actual meals in the Caravanserai. It's more expensive than subsisting on monster meat, but Marissa will breathe a sigh of relief.
Cost: 10 Silver
Food Quality: Decent
Recovery
[ ] Rest
Sometimes things go wrong and people get hurt. There isn't much recourse for this in the caravanserai shanty towns. The priests of Seok at least help with the worst of it, but they won't or can't heal anything beyond that. There are medicines on the market, but they're well outside the duo's price range at the moment. So all that can be done is to keep injuries clean, rest, and let bodies heal themselves.
-[ ] Wounded - Takes 3 Actions to fully recover
-[ ] Injured - Takes 1 Action to fully recover
Adventuring
[ ] Hunt Monsters (Strength vs 12, Defense vs 12)
The local monsters aren't terribly strong. At least not outside the mountain. Caravan guards, the local garrison, and higher level adventurers deal with anything too dangerous. Still there are plenty of monsters that just aren't worth their time. These monsters are too weak to threaten anything major, but they're just right for a pair of new adventurers to practice their skills on. And in a pinch eat.
Gives: XP based on Strength Successes
[ ] Travel to the Pale Woods (Stone: Strength vs 12, Stone: Defense vs 12)
The Pale Woods is far enough out of the way that it'll be more than a day trip to get there. Marissa will have to travel for several days and camp out once she arrives. Once there she'll scout around for some of the local monsters to kill. She's heard they're a lot tougher than the salamanders so she'll have to be careful.
Irene refuses to let Marissa do this alone. She will go as well to help find weaker monsters and fight stronger ones. As such this will cost an action from both of them.
Gives: XP based on Strength Successes
Knowledge
[ ] Train a Skill
- [ ] Write In
Marissa and Irene both have things they are good at and things they need to work on. They can set some time aside to work on their skills.
Increases Skill Proficiency one level up to Ordinary
[ ] Learn more about a specific Organization (Perception vs 14)
-[ ] Target Organization: Write In
With increasing proficiency in the language it might be possible to gather more information about a specific organization.
[ ] Look into something (Perception vs 12)
-[ ] Write In
Check something out in more detail.
The Caravanserai - New!!
[ ] Do some Scribe Work (Intelligence vs 12, Intelligence Pay vs 8)
It would be possible to do some scribe work reading and writing letters for people who can't on their own. With some work this could even provide a steady business. Unfortunately Irene can't read and write the local languages at the moment. And Marissa isn't really suited for this kind of work.
Requires: Language Proficiency (Ordinary)
Pay: 1 Silver + Intelligence Successes
[ ] Do Some Accounting (Intelligence vs 14, Intelligence Pay vs 10)
If people who can read are in demand, then people who can read and do reliable math are even more so. The businesses and merchants will pay well for someone to handle this. However it will require a substantial level of trust first.
[ ] Go to the Market
-[ ] (Optional) What are you looking for?
This is the Caravanserai. There are thousands of things being bought and sold all the time. It's quite possible that Marissa and Irene could find things to make their lives easier here.
[ ] Have something made
-[ ] Write In
This is literally the kingdom of dwarves. You can get practically anything made here from pottery to crossbows to masterwork swords. Still you probably aren't going to find the best craftsmanship up here in the Caravanserai. You need to go deeper to find the better smiths. Of course those would be more expensive.
[ ] Join a Caravan
If the party is willing to hire on as guards for a caravan then they can get magical training as part of their payment. This has the benefit that they could end up in another city with better magical opportunities. But of course they'd have to leave Dreosaston.
Relationships
[ ] Throw Marissa a birthday party
Costs 10 silver for party supplies. Will massively improve Marissa's morale.
[ ] Deal with the Knives
Apparently the Knives haven't forgotten that several of their members were killed by Marissa and Irene. The threat of their retribution is ever present, and it might be a good idea to deal with them. Unfortunately while Irene has learned about them in general neither of them has much direct experience with who the actual local gangs are. So the first step is to deal with them.
The Steel Company
Current Rank:
Marissa: Corporal
Irene: Private
Salary: 25 Silver/ Month
[ ] Take a Job
The Steel Company is an institution founded on combating the local monsters and it expects all of its members to do their part. The senior officers will assign Marissa and Irene, and any other party members, a target which they are expected to take down within the month.
Gren, Twoff, and Verdun normally have their own bounties. But if your two parties combine you can take on missions that the Steel Company normally reserves for corporals or even sergeants.
This will be a DC 14 bounty that takes 2 actions and pays out 2 Gold on success.
[ ] Use the Training Facilities
-[ ] Attribute
The Steel Company has extensive training facilities to help with all manner of different kinds of self improvement. Members are encouraged to use them extensively as the Steel Company's main goal is to train a force of powerful warriors.
Applies 1 EP towards training the chosen attribute.
Costs per rank
Bone: 1 EP
Stone: 7 EP
Copper: 56 EP
-[ ] Train Faster (Irene Only)
Irene isn't really improving herself. She's simply putting in the work so it's not suspicious when she uses a larger portion of her full capabilities. She can increase this rate beyond what is normal for the other rookies.
Applies 2 EP towards training the chosen attribute.
Marks Irene as a Prodigy if she continues doing it.
-[ ] Train Even Faster (Irene Only)
There's no real limit to how fast Irene can "improve." But if she learns this fast it's going to draw actual suspicion since it takes something beyond just being naturally talented to learn this fast.
Applies 4 EP towards training the chosen attribute.
30% chance of increasing Black Cloak Suspicion
[ ] Socialize with other members
The senior officers want everyone to remember that they are part of the steel company as a group and not just lone warriors. As such they encourage members to socialize and eventually form long term adventuring parties.
[ ] Form a party
Marissa and Irene can group up with other members of the Steel Company to take on more difficult bounties. However doing so will also result in the senior officers expecting more out of the expanded party.
-[ ] Twoff (Priest)
-[ ] Verdur (Barbarian)
[ ] Visit the Armory
The Steel Company Quartermasters are willing to provide some basic gear to members based on their rank in order to accomplish their bounties. They are also willing to provide additional equipment for a reasonable fee.
[ ] Hunt Salamanders 0/4
The Steel Company armorers will need a lot of leather to produce armor from Crimson. And the best place to get it will be from the salamanders in the mountain vents. It's not the best leather around, but it will do the job.
[ ] Get Armor made for Crimson (Locked until Salamanders Done)
The Steel Company is willing to make armor for a dire wolf, and they'll do it at cost. But even so it won't be cheap. Not only will Marissa need to provide the necessary leather, but she'll have to pay for the various metal fitting needed as well as the armorer's time.
[ ] Submit Scout Report
The Steel Company needs to keep updated on the various goings on around the mountain. What monsters are where. If anything especially dangerous has spawned and so on. They are willing to pay a fee for scout reports based on the danger of the encountered monsters.
[ ] Post Bounty
One of the perks of being part of the Steel Company is the ability to post bounties of your own for things that the Steel Company might not otherwise bother with. This does require a small fee, but less than someone outside the company hiring them for a job would.
Castle Base
[ ] Research Vitae
Irene will spend some time at the Castle Base reviewing the sensor readings and attempting to understand what exactly Vitae is and how to use it.
I just came back to this and realized we still haven't made a plan yet. Hmm, might need to be assertive and try to think of my own plan for once when I get off of work.
I just came back to this and realized we still haven't made a plan yet. Hmm, might need to be assertive and try to think of my own plan for once when I get off of work.