The Last Bastion of Serhedros (pathfinder 1st edition)

[X] Investigate the artifacts sitting on the tables, now that there isn't a chance of walking face first into a spider web.
[X] The spiders, something should be done about the corpses they left behind. (choose one of the suboptions)
- [X] Just package up the remains and get them ready to be hauled back to camp once you're done exploring this complex.

[X] The southeastern passage: You did skip over a room on the way in here and with the proven existence of things wandering the complex, you should make sure you didn't leave something at your back.

Absolute fumble. It's a good thing we're the boss, so we're not expected to fight.
 
[X] Investigate the artifacts sitting on the tables, now that there isn't a chance of walking face first into a spider web.
[X] The spiders, something should be done about the corpses they left behind. (choose one of the suboptions)
- [X] Just package up the remains and get them ready to be hauled back to camp once you're done exploring this complex.

[X] The southeastern passage: You did skip over a room on the way in here and with the proven existence of things wandering the complex, you should make sure you didn't leave something at your back.
 
[X] Investigate the artifacts sitting on the tables, now that there isn't a chance of walking face first into a spider web.
[X] The spiders, something should be done about the corpses they left behind. (choose one of the suboptions)
- [X] Just package up the remains and get them ready to be hauled back to camp once you're done exploring this complex.

[X] The southeastern passage: You did skip over a room on the way in here and with the proven existence of things wandering the complex, you should make sure you didn't leave something at your back.
 
Day 7 (Noon) The Shaft
[X] Investigate the artifacts sitting on the tables, now that there isn't a chance of walking face first into a spider web.
[X] The spiders, something should be done about the corpses they left behind. (choose one of the suboptions)
- [X] Just package up the remains and get them ready to be hauled back to camp once you're done exploring this complex.

[X] The southeastern passage: You did skip over a room on the way in here and with the proven existence of things wandering the complex, you should make sure you didn't leave something at your back.

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The splattered, acid scarred remains of the massive spiders are given a discerning eye and broken down for easier transport. Legs, fangs, and pedipalps are seperated from the main bodies and gathered into a single sack, with the fangs carefully wrapped in spare cloth to prevent accidental pokes. The processed carcasses and the bag of body parts are piled into the entry chamber. You may have not taken the opportunity to study them while freshly killed, but there still might be something to learn after you've returned to camp.

(Gained sixty pounds of cave fishing spider parts)

The artifacts scattered across the tables are eclectic in origin. Amber shaped into statuettes and amulets, bronze torcs and armor pieces, Bones carved into varying accoutrements, green copper and polished stone tools, and bars of several metals including what Jurgen says is Tin. Scattered in decayed leather pouches and in small stone boxes with easily broken latches are small clusters of silver coins. It doesn't take a genius to realize this was some sort of marketplace in ancient times. Inscribed with the hieroglyphic script found in the entry hall and emblasoned with a small bearded face bearing some sort of crown or torc. Though the fact that these items were left untouched for millennia gives you pause for concern. What happened here that caused the merchants of this ancient bazaar to leave their livelihoods behind? What stopped thieves from breaking in to pilfer these treasures? What else could be found in this complex if the marketplace was abandoned with goods left sitting on the tables?

(Discovered the contents of an ancient marketplace. 120 pounds of ancient trade goods and 32 Ducats worth of ancient coinage. Trade goods will need to be appraised for historic and monetary value.)

Adding the gathered trade goods to the growing pile in the entry chamber, you return to the eastern chamber you skipped earlier.

(Perception check 1d20+5 ... 19+5 = 24)

It bears a great deal of similarity to the southwestern chamber with a few differences, a set of stone tables bearing ancient brass scales and even a few chunks of ore sit in the main chamber, to the south is a similar set of three doors that are lodged into the western wall of the west chamber. Though none of them are sitting open. The eastern wall of the room bears an antechamber that fascinatingly enough bears a straight shaft down in the middle of the floor, in the roof of the chamber directly over the pit is a mechanism that is shaped from the living stone itself. A pulley system that connects to a separate shaft on the south side of the room that is a lot smaller. Dropping a torch down both shafts reveals that the center shaft opens into a much larger room. The shaft itself being about fifty feet in depth with a rough estimate of an additional 10 feet from floor to ceiling in the lower chamber. The smaller shaft has a large stone block at the bottom with a small bronze ring that one presumably attached a rope to. The counterweight for an elevator system you realize. Worryingly, the main shaft has more then a few strands of spider silk attached to it. Implying that there might be a degree of spider traffic here.

The storage chambers hold a great deal of ore and ancient charcoal, far too much for you to carry back even if you had four carts. It will take the surveyors some time to discover if any of the ore is more valuable then common copper, and thus actually worth hauling back.

( Ore Cache Discovered, Requires analysis to identify contents.)
( Alternate pathway discovered: Elevator shaft down to a lower level of the complex.)
(Monster patrol route discovered, you might find multiple encounters in this room)

While there is little to do in this room, a growl in your stomach reminds you its been a few hours since breakfast, would you like to stop the exploration for an hour and take a lunch break?

[ ] Yes, find a quite spot and have some bread and cheese.
[ ] No, theres still too much to do.

Where do you head next?
[ ] The doors in the Marketplace could hide something of value behind them.
[ ] The tunnel to the north. Proof of living animals, predators no less, is an intriguing idea. They had to be eating something after all and you're curious what might have made that tunnel.
[ ] The Western Staircase. This complex is bigger then you thought it was, you want to at least get an idea of how big this ruin is before you do anything else.
[ ] The Elevator shaft. Setup some ropes and climb down into the lower levels. Ware the spiders and delve deeper into the earth.
[ ] Finish up for the day: You've discovered most of the upper level. Now might be a good time to withdraw with your loot and return later.
 
[X] Yes, find a quite spot and have some bread and cheese.

[X] Finish up for the day: You've discovered most of the upper level. Now might be a good time to withdraw with your loot and return later.
 
[X] Yes, find a quite spot and have some bread and cheese.

[X] Finish up for the day: You've discovered most of the upper level. Now might be a good time to withdraw with your loot and return later.
 
[X] Yes, find a quite spot and have some bread and cheese.
[X] The tunnel to the north. Proof of living animals, predators no less, is an intriguing idea. They had to be eating something after all and you're curious what might have made that tunnel.

Seems like we still have time might as well keep understanding this floor.
 
[X] Yes, find a quite spot and have some bread and cheese.

[X] Finish up for the day: You've discovered most of the upper level. Now might be a good time to withdraw with your loot and return later
 
Day 7 (Afternoon) The First Delve Finished
[X] Yes, find a quite spot and have some bread and cheese.

[X] Finish up for the day: You've discovered most of the upper level. Now might be a good time to withdraw with your loot and return later
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Your party gathers in the Entrance Hall, eating a quick meal of bread and cheese in somewhat companionable silence as you consider how much deeper you wish to delve the complex today. The bruises you bear from the battle in the Marketplace sting a little as you organize the events in your mind.

Delve Rewards
- 80% of the First floor mapped
- Archeological Finds: Bronze dagger, Marketplace Goods (120 lbs.)
- Research Finds: Unknown Hieroglyphic Script, Cave Fishing Spider Cadevers (60 lbs.)
- 32 Ducats in Ancient Coinage
- 1 ton ( Estimate) of unidentified ore (Awaiting identification)

Remaining known and uninvestigated rooms and passageways
- Room adjoining the Marketplace
- Beast carved tunnel connecting to the Marketplace
- Staircase descending into the lower levels of the complex connecting to the Marketplace
- Defunct Elevator shaft descending into the lower levers of the complex connecting to the East antechamber.

Considering the short brush with death you faced today, you consider your current findings more then enough for today. You ask for volunteers to return to camp and fetch the porters for your loot. Cassius speaks up quickly and Jurgen offers to go with him for protection. To the best of your knowledge the hills are still dangerous, so you see no reason not to send the pair off.

A few minutes after your compatriots have left, Willa breaks the silence.

"Sir, with all due respect, was it wise to let Cassius keep that gemstone?" Willa asks, her voice cutting the oppressive silence of the hill complex.

It seems at least one of your compatriots doesn't agree with your decision. How do you wish to respond?
[ ] Chastise: You shouldn't question me in this matter. My reasons are my own.
[ ] Capitulate: Cassius is important enough to the future of this expedition that I didn't wish to drive him off, and am willing to forgive a few minor selfish acts.
[ ] Compromise: I'll make a note of any future "acquisitions" on Cassius's part and see that his pay is deducted accordingly.

Profession: Scholar roll 1d20+5 .... 24, New option unlocked!
[ ] Conspiracy: I have no reason to make trouble now, but I wonder how the Alchemist's Guild will take to one of their journeyman engaging in petty theft?

[ ] Write in: Write in your reasoning/explanation as to why you let cassius take a gemstone when you don't believe he'll add it to the pile at the end of the expedition. If you wish to use a skill check in this argument, please specify which one(s) you wish to use.
 
[X] Conspiracy: I have no reason to make trouble now, but I wonder how the Alchemist's Guild will take to one of their journeyman engaging in petty theft?
 
[X] Compromise: I'll make a note of any future "acquisitions" on Cassius's part and see that his pay is deducted accordingly.

[X] Conspiracy: I have no reason to make trouble now, but I wonder how the Alchemist's Guild will take to one of their journeyman engaging in petty theft?
 
[X] Conspiracy: I have no reason to make trouble now, but I wonder how the Alchemist's Guild will take to one of their journeyman engaging in petty theft?
 
[X] Compromise: I'll make a note of any future "acquisitions" on Cassius's part and see that his pay is deducted accordingly.

[X] Conspiracy: I have no reason to make trouble now, but I wonder how the Alchemist's Guild will take to one of their journeyman engaging in petty theft?
 
[X] Compromise: I'll make a note of any future "acquisitions" on Cassius's part and see that his pay is deducted accordingly.

[X] Conspiracy: I have no reason to make trouble now, but I wonder how the Alchemist's Guild will take to one of their journeyman engaging in petty theft?
 
Day 7 (Evening) A pact forged, a friend found
[X] Compromise: I'll make a note of any future "acquisitions" on Cassius's part and see that his pay is deducted accordingly.

[X] Conspiracy: I have no reason to make trouble now, but I wonder how the Alchemist's Guild will take to one of their journeyman engaging in petty theft?
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((apologies in advance, this whole segment was written while drunk))

"It is wise in this instance Sergeant. Tell me, what do you know of the inner workings of the Alchemist's Guild?" You answer. Regarding Willa in the shadow of the light cast from the door leading to the outside.

"Nothing, sir." Willa said after a moment.

"Well, conveniently I happen to have a few contacts within said guild, and know how they tend to take to thieves. More precisely I know what they do to them when they're caught. If Cassius wishes to hang himself, then I'd be more then happy to hand him all the rope he needs upon our return to the Bastion." You say. A thin line of a grin sneaking out onto your face as you did so. "In the meantime, if Cassius wishes to take his pay in pilfered trinkets, then pilfered trinkets will be all he receives once this expedition is at an end. That gemstone alone could be worth his entire portion of the profits from this expedition, so if you could keep an eye out to make sure nothing else disappears into his bags, I'd be ever so grateful."

"Consider it done, but out of curiosity. What does the Alchemist guild do to captured thieves?" Willa asks as she shifts, leaving one hand on her waist as she leaves the almost parade-rest pose she was previously in.

"They have a special potion they make from memory moss, it strips information from the mind, usually they use it to keep details of their holdings out of the hands of common thieves. But in the case of one of their own threatening to damage their stellar reputation in the Bastion..." You answer, leaving the rest of that statement open to interpretation, though its not a hard guess to make. The Alchemist guild wouldn't do well to leave guild secrets in the hands of scorned guildmembers.

Willa cocks an eyebrow at this and considers your words for a moment...

(Sense motive check 1d20+5... 14+5= 19, Success)

But given the devious grin that passes over her face for only an instant, she seems to like this particular bit of comeuppance for the petty thievery of your erstwhile compatriot.

(Willa Liked that.)

The punishment for Cassius's larceny decided, You and Willa spend rather enjoyable hour sharing stories of idiocy within your respective fields. While Willa might not understand the whole of your stories, she seems to at least understand the jist of it.

(You've addressed Willa's concerns about Cassius's thievery satisfactorily and improved her opinion of you.)
(You've discovered that Willa takes a dim view of thievery, and have improved her opinion of you by taking a hard line against it.)
(Willa's opinion of you has improved from "Reedy Bookworm" to "Reedy Bookworm you shouldn't piss off".)

Cassius and Jurgen return with porters in tow, you spend the better part of an hour loading your spoils onto the spare cart. The return to camp is a joyous one, with many of the expeditions members gathering around to look at both the archeological treasures you've gathered, and the corpses of the massive insects you've collected. While the goods taken from the market are not the shining silver and gold most might want, they're still a sign that the expedition will turn out to be a profitable one. The mood of the expedition is notably more jubiliant then it was before.

(Expedition Morale improves by one step to Good )

The Soldiers returned to camp around noon with tales of resounding success. The remaining undead in this portion of the hills have been put paid with powder and shot.

(Expedition ammo reserves decrease by 18 shots. This hex of the Barrens have been rendered safe for casual exploration.)

The evening sky is lit with gold and streaked in hues of red and pink as the sun reflects off of gathering clouds, the expedition is in good spirits and the men are raring for action.

You have three actions you can take now that you've returned to camp.

Travel Actions
[ ] Keep Journeying (Time Advances two time slots to Noon) (Scouting Roll) (Encounter Roll)
- [ ] South : The plains look barren from here, but that could be a false representation of their wealth.
- [ ] West: Yet more Hills await you.


Exploration Actions
[ ] Examine the ruins more closely and attempt to deduce their origin ( knowledge history/profession scholar rolls)(Difficult to identify beyond racial origin of builders without further data)

[ ] Return to the Hill complex: You've discovered an underground complex, seemingly untouched until your arrival, there is a great deal left undiscovered in that hill, sus it out.(Possible multiple time slot expenditure) (Unlocks dungeon subturns, You and your fellow adventurers delve into the ruins in search of treasures and answers, your civilians have no interest in delving into the spooky ruins and your soldiers need to protect the rest of the expedition, but named characters will accompany you.)

[ ] Survey the Hills: Send out the miners to look over the hills and see if any obvious sources of good stone or minerals can be found. You have been informed that this is actually called "Prospecting". (Takes one time slot) (Profession Miner Prospector Roll) (1/3 actions completed)
- [ ] Expend a potion of Detect metal. (Improves odds of finding ore deposits.) (Can be taken four times, two extracts expended by Cassius, two potions in stock, extracts will be used before stock potions)
- [ ] Don't expend a potion.

[ ] Cleanse the Hills: Send out some of your riflemen to put the walking dead to rest. (Takes one time slot)(Encounter Roll)(Two groups of the walking dead, 6 and 8 respectively)(The Locations of the Walking dead are well known, provided no dismal failures in your other tasks, you can safely work around the dead)(Repeatable until the undead are slain) The Hills have been cleansed, you can now bring three riflemen with you on dungeon expeditions. The remainder will watch the camp and protect the rest of your people.

Research Actions
[ ] Begin the Analysis of the Pillar Rubbings: See if you can identify the language found in the pillar rubbings. You'll admit ancient history isnt your forte, but there's nothing wrong with giving it the old spire try, is there? (Begins the translation attempt, outright failure will exhaust this option for seven days given you have no experience in this matter.)(Reward: Knowledge of the Ancient Written Language of the People of the Hills (Name pending))
[ ] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful)
[ ] Cultural Analysis of the Relics of the People of the Hills: Examine and appraise the artifacts taken from the Marketplace of the Hill Complex for knowledge and profit.

Profit Actions
[ ] The Ore from Storage: There are hundreds of pounds of metal ores in storage in the explored section of the Hill complex. Send your prospectors with a guard to examine the discovered ore and see if you can turn a profit off of it. (Reward: Ore in storage identified and assesed for worth. Possibility of Silver ore, Gold ore, and copper sourced gemstones being found.)

Camp Actions
[ ] Further Establish the Camp: Build some temporary buildings to further fortify your expedition's camp (No source of timber and no building supplies/tools in storage)

[ ] Get to know one of your fellows on this expedition: (Social Action)(???)
- [ ] Specify who

[ ] The stone around your neck is behaving oddly, study it for a time, perhaps you may gain some measure of insight into it's mysteries. (???)

[ ] You can choose to refine the map you have made so far. It's already perfectly fine as is, but it could be better. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 1/5 Ducat)


[ ] Write in (Take this if there's something you want to do that isn't covered in the actions above, I'll decide on whether it's acceptable or not, have a second choice lined up in case your action proves unfeasible)
 
[X] Naturalist Endeavor
-[X] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful)
-[X] The Ore from Storage: There are hundreds of pounds of metal ores in storage in the explored section of the Hill complex. Send your prospectors with a guard to examine the discovered ore and see if you can turn a profit off of it. (Reward: Ore in storage identified and assesed for worth. Possibility of Silver ore, Gold ore, and copper sourced gemstones being found.)
-[X] Return to the Hill complex: You've discovered an underground complex, seemingly untouched until your arrival, there is a great deal left undiscovered in that hill, sus it out.(Possible multiple time slot expenditure) (Unlocks dungeon subturns, You and your fellow adventurers delve into the ruins in search of treasures and answers, your civilians have no interest in delving into the spooky ruins and your soldiers need to protect the rest of the expedition, but named characters will accompany you.)

I want to use the corpses while they are still fresh, understand our haul a bit better then get back to ruin exploration.

I think data collection is more important than analysis right now.
 
[X] Serhedros Geological Survey
-[X] Survey the Hills: Send out the miners to look over the hills and see if any obvious sources of good stone or minerals can be found. You have been informed that this is actually called "Prospecting". (Takes one time slot) (Profession Miner Prospector Roll) (1/3 actions completed)
--[X] Don't expend a potion.
-[X] The Ore from Storage: There are hundreds of pounds of metal ores in storage in the explored section of the Hill complex. Send your prospectors with a guard to examine the discovered ore and see if you can turn a profit off of it. (Reward: Ore in storage identified and assesed for worth. Possibility of Silver ore, Gold ore, and copper sourced gemstones being found.)
-[X] The stone around your neck is behaving oddly, study it for a time, perhaps you may gain some measure of insight into it's mysteries. (???)
 
Day 7 (Dusk)
[X] Serhedros Geological Survey
-[X] Survey the Hills: Send out the miners to look over the hills and see if any obvious sources of good stone or minerals can be found. You have been informed that this is actually called "Prospecting". (Takes one time slot) (Profession Miner Prospector Roll) (1/3 actions completed)
--[X] Don't expend a potion.
-[X] The Ore from Storage: There are hundreds of pounds of metal ores in storage in the explored section of the Hill complex. Send your prospectors with a guard to examine the discovered ore and see if you can turn a profit off of it. (Reward: Ore in storage identified and assesed for worth. Possibility of Silver ore, Gold ore, and copper sourced gemstones being found.)
-[X] The stone around your neck is behaving oddly, study it for a time, perhaps you may gain some measure of insight into it's mysteries. (???)

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You send forth your miners to discover if the hills hold any easily found mineral wealth. Four of the five walking out into the hills with a Rifleman each for protection, though the soldiers are sure that they did their jobs well, you'd rather not leave anything to chance. Prospector Alp makes way into the hill complex with the other two riflemen for company and sets to sorting out the ore found in storage there.

(Rolling Profession: Prospector 1d20+6 ... 6+6 = 12)

The miners prospecting the hills return first, though sadly they fail to find anything this time.

(Rolling Profession: Prospector 1d20+6 ... 8+6 = 14. Success)
(How valuable was the find? 1d100.... 63, significantly so, but not beyond the dreams of avarice.)

Alp returns with both of the rifleman accompanying him struggling under the weight of large sacks, his own back bearing a sack twice as large as either sack without complaint. The riflemen strain their way over to the carts and add them to the largely empty cart. Alp puts a chunk of rock in your hand that's shot through with silvery veins.

"There's a silver mine somewhere around here, if this shite ain't being pulled from the open air mine we found yesterday." Alp says as you marvel at the fist sized chunk of unprocessed precious metal. "We found a couple hundred pounds of silver ore mixed in with the copper."

(Gained 200 ducats worth of unsmelted silver. (300 pounds))
(The Storehouse in the Hill contains 1300 pounds of copper ore of varying purities, 100 ducats worth if sold in one large clump.)

(Intelligence roll 1d20+4.... 19+4 = 23, Now there's an idea)

"Alp, out of curiosity, how likely is it that the people stockpiling that ore had a smelter on site?" You ask as the thought crosses your mind.

"Well, if they're my kindred they probably have a proper smelter up in the mountains, but then my kin haven't used bronze for an age, or lived under hills when there're perfectly good mountains a stone's throw away. Even odds I'd say of their being one or not. Especially given the tin bars you found in the marketplace." Alp said while scratching his beard in a musing way.

You thanked Alp and sent him on his way with the rest of the silver. The Silver and Copper wouldn't sell for nearly as much unsmelted, but if you could find a working, or at least repairable smelter...

(Side-quest unlocked: Find the Smelter in the Hill Complex and see if it can be used.)

While your miners were out finding frankly impressive amounts of wealth. You were pondering the orb you'd been wearing around your neck for the better part of year now since your father passed it on to you upon his deathbed. It was a smooth, clear orb that had shone with a soft twinkle of light up until the day you'd arrived in this section of the Barrens.

The first thing that stood out to you upon taking a moment to actually look at the orb was that the light within had changed colors. From a soft white light to a very gentle amethyst. And as you looked deeper into it, you could almost see... shapes?

(Rolling Will Save... 1d20 +1... 21)

You looked deeper, seeking meaning in the formless shapes shifting within, a soft, neutral voice in the back of your mind whispering for you to concentrate. To Seek. To Know. But snap out of it at the last moment. What in the Abyss was that?

You consider for a moment following the instructions that had sprung unprompted into your mind. But decide against it for now. The Orb was slipped back underneath your tunic as you step out of your tent only to find that dusk had fallen, and your prospectors were returning from their tasks. You were positive that you had only spent a few moments gazing into the orb.

You'll investigate this later.

Dusk has fallen, the night looms. What are your orders?

Exploration Actions
[ ] Examine the ruins more closely and attempt to deduce their origin ( knowledge history/profession scholar rolls)(Difficult to identify beyond racial origin of builders without further data)

[ ] Return to the Hill complex: You've discovered an underground complex, seemingly untouched until your arrival, there is a great deal left undiscovered in that hill, sus it out.(Possible multiple time slot expenditure) (Unlocks dungeon subturns, You and your fellow adventurers delve into the ruins in search of treasures and answers, your civilians have no interest in delving into the spooky ruins and some of your soldiers need to protect the rest of the expedition, but named characters will accompany you.)

[ ] Survey the Hills: Send out the miners to look over the hills and see if any obvious sources of good stone or minerals can be found. You have been informed that this is actually called "Prospecting". (Takes one time slot) (Profession Prospector Roll) (2/3 actions completed)
- [ ] Expend a potion of Detect metal. (Improves odds of finding ore deposits(cumulative +5 bonus to your prospector roll per potion used)) (Can be taken four times in one action, two extracts expended by Cassius, two potions in stock, extracts will be used before stock potions and are recovered in the next day.)
- [ ] Don't expend a potion.

[ ] Cleanse the Hills: Send out some of your riflemen to put the walking dead to rest. (Takes one time slot)(Encounter Roll)(Two groups of the walking dead, 6 and 8 respectively)(The Locations of the Walking dead are well known, provided no dismal failures in your other tasks, you can safely work around the dead)(Repeatable until the undead are slain) The Hills have been cleansed, you can now bring three riflemen with you on dungeon expeditions. The remainder will watch the camp and protect the rest of your people.

Research Actions
[ ] Begin the Analysis of the Pillar Rubbings: See if you can identify the language found in the pillar rubbings. You'll admit ancient history isnt your forte, but there's nothing wrong with giving it the old spire try, is there? (Begins the translation attempt, outright failure will exhaust this option for seven days given you have no experience in this matter.)(Reward: Knowledge of the Ancient Written Language of the People of the Hills (Name pending))

[ ] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful)

[ ] Cultural Analysis of the Relics of the People of the Hills: Examine and appraise the artifacts taken from the Marketplace of the Hill Complex for knowledge and profit.

[ ] The Orb asked you to gaze deeper into it, to know it better. Set aside some time and seek deeper into it's mysteries. (Concentration Check, Will save, More Secrets of the Orb unlocked if successful)
- [ ] Ask Willa to watch over you while you do this. (Other companions may be made available for this option if you improve your relationship with them)
- - [ ] Request that they wake you up if a time slot has passed.
- - [ ] Request that they wake you up if two time slots have passed.
- - [ ] Request that they wake you up if one day has passed.
- [ ] Don't request a companion watch over you, you don't want to unnerve anyone at this time. (May loose several timeslots)
- - [ ] Take an additional research option into the tent with you to better cover your absence.

Camp Actions
[ ] Further Establish the Camp: Build some temporary buildings to further fortify your expedition's camp (No source of timber and no building supplies/tools in storage)

[ ] Get to know one of your fellows on this expedition: (Social Action)(???)
- [ ] Specify who

[ ] You can choose to refine the map you have made so far. It's missing the Hill complex and the mine location, adding these locations to the map will definitely increase it's value. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 1/5 Ducat)

[ ] Write in (Take this if there's something you want to do that isn't covered in the actions above, I'll decide on whether it's acceptable or not, have a second choice lined up in case your action proves unfeasible)
 
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(How valuable was the find? 1d100.... 63, significantly so, but not beyond the dreams of avarice.)
You know what, I'm fine with that. We don't want our workers to get funny ideas, as they were thinking with out of check emotions.

With that said, I'm thinking we spend the evening here checking the spider corpses, or working on our map.
 
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[X] Begin the Analysis of the Pillar Rubbings: See if you can identify the language found in the pillar rubbings. You'll admit ancient history isn't your forte, but there's nothing wrong with giving it the old spire try, is there? (Begins the translation attempt, outright failure will exhaust this option for seven days given you have no experience in this matter.)(Reward: Knowledge of the Ancient Written Language of the People of the Hills (Name pending))
 
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