Alright! Sweg. I'll handle the rolls and the deets in a bit.
The plan was changed to do Imilar's quest instead of the chest quest, so I think you can delay balancing it for a turn.The hardest part of quests is balancing their rewards.
Like, how much would the Karaz Ankor pay for a rune-locked chest of Gromril?
Lots.
Yet how much is that relative to balancing and relative to the income of a colony. Mhmm
It's not just a potential for diplomacy, in the spirit of this Quest and Adventure I do feel obligated to include an option to be greedy by forcing the lock and getting at what's inside. Which will probably be really neat stuff, given that dwarves do not put gromril rune-reinforced locks on just any chest.
I should have been more specific from the start.my plan would've been better served by making the second quest a Repel quest
We do with the right approach to the problem.On one hand, don't negotiate with criminals, on the other, do we have the might to fight them?
True, better to overprepare given the odds. You just can't negotiate with Undead criminals. They will screw us over when we are at our lowest if we let them near.wow, those risks of death are a shit of a sight. Mwke sure to reduce them as possible.
Also, diplomacy and connections. also fuck the Pirates, better to overprepare than fail.
Let's hope so.The GM said we'll have access to temporary adventurers thanks to the tavern and booths we constructed this turn.
Darn it, Intrigue, I was hoping for Learning since we've got two spare adventurers good at that. I'm still inclined to give it a shot even with a low success chance since I already put Imilar on it instead of a diplomacy action, and there's no death risk. 25% success chance with Anwen and Elena on the job.Explore: Signs of the Asrai
Imilar has become dedicated to finding signs of her missing kin within these foreign woods, and spends most of her day during this week on speaking with the adventurers and coordinating with Anwen on where the Asrai might have gone, even roaming the colony's perimeter to speak with a few tree spirits as she tries to ascertain even a starting direction. She has thus far located a small lead north into the Creeping Jungle where foresters have spotted marks on bark and hints of asrai art woven into branches.
With Imilar's dedication to this quest, there is little chance of death, but injury ever lurks in Lustria.
Primary Role: Intrigue.
Rewards
Information about hidden Asrai paths and the next quest in this chain.
Contact and Potential diplomatic opportunities with the Spirits of the Forest.
Rare Asrai Art and Artefacts.
Risk:
- 15% chance of injury due to natural hazards or traps
Nice, this one's Learning. I think we could do this next turn, have Elena and Briala crack it open with some help.Retrieval: The Glint of a Gromril-Locked Chest
Deep within a natural cavern formed from the roots of a megadendric tree, sunk into a pool of crystal water, your adventurers have spotted the unmistakable glint of Gromril—a rare and valuable metal used by the Dwarfs. The chest, locked and untouched by time, promises untold treasures. However there have been scaled shapes spotted lurking within the water, and the more wizened of adventurers have pointed out the upturned spike-roots of 'Bear-trap Mangroves' -what in Sigmar is that name- near the entrance. Moving what appears to be a half-ton chest -not even to mention the contents- out of this cavern will be a perilous endeavour.
Primary Role: Learning
Potential Rewards:
Risk:
- A Gromril-Locked rune reinforced Chest, likely filled with Dwarf-crafted items and/or valuable metals
- A dilemma/choice between returning the chest to the Karaz Ankor, for a reward, or using your smithy to break it open in hopes of finding all the more wealth within.
- 30% chance of injury
- 10% risk of death on failure.
Nope. I'd be interested in going there purely to study the place, take sketches and the like, but looting is a big no no.Retrieval: Amazonian Grave-Trees. All that Gold left Fallow
In the heart of the jungle, your adventurers have discovered a grove of ancient trees and pure redstone markers, each adorned with golden chains, plaques, piles of brooches an other glittering treasures. These grave-trees mark the burial sites of legendary Amazonian nobles, priests and Warriors, according to Pandora when she is asked. Retrieving these riches will require a blatant disregard for the sanctity of these graves and the greed-fuelled bravery to fend off any guardians—be they traps, the horde of swarming reptiles summoned by the wards or deathly magical guardians—incensed by such sacrilege.
Primary Role: Martial
Potential Rewards:
Risk:
- A mass of Golden artifacts and jewelry of Amazonian origin
- Ancient weapons and armor with unique enchantments
- Access to maps, tomes, scrolls and other uniquely amazonian information secreted in each grave.
- 35% chance of injury from traps or guardians
- If this act is uncovered, this will severely damage relationships with all Amazon factions.
- 20% chance of death on failure.
Neat quest, something to look into later.Retrieval: Unctious Sweet-fruits and their Flaming Guardians
Your scouts have discovered a swampy grove of trees bearing unctuous sweet-fruits that Porito De Lucci names 'Scale-Apple' whilst salivating, highly sought after for their minor healing properties, incredible sugar-content -perfect for alcohol making- and delicious taste. However, these trees are fiercely guarded by a warren of territorial Salamanders, notable for their boiling, flaming caustic spit. Gathering these fruits will require both skill and bravery.
Primary Role: Martial
Potential Rewards:
Risk:
- Baskets upon baskets of Delectable sweet-fruits with potential healing properties.
- Possible captured Salamanders and eggs.
- Rare botanical specimens for trade, growing and study
- 20% chance of injury from Salamander attacks
- 10% risk of death from failure
We'll want to tackle these as soon as we can. We stocked up high on Martials to deal with these kinds of things in the absence of mercenaries, so let's deal with these kinds of things. Since we've got two other quests we want to do this turn, we'll maybe do one this turn and the other the next. It'd only take two Martials each to get 50% success chance for both though.Repel: Cold One Clever Girls in the Bushes
Reports have come in of aggressive Cold Ones—ferocious, reptilian predators—stalking the nearby jungles. These creatures, known for their speed and cunning, pose a significant threat to your farms. Repelling them will require keen senses and quick reflexes, but the rewards could include valuable hides and trophies.
Primary Role: Martial
Potential Rewards:
Risk:
- Cold One hides and scales for crafting armor
- Rare Cold One eggs, potentially hatchable or sellable
- Prestige and reputation boost for successfully dealing with the threat
- 25% chance of injury due to Cold One attacks
- 5% risk of death on failure
Repel: Mega-Boa in the Swamp
A massive Mega-Boa has been terrorizing the swamp regions to your south, devouring wildlife and threatening to disrupt the ecosystem. This enormous serpent must be driven off or slain to ensure the safety of your colony. The task will be dangerous, but the rewards could include rare materials and the gratitude of the swamp's inhabitants.
Primary Role: Martial
Potential Rewards:
Risk:
- Mega-Boa skin and scales, highly valuable for crafting
- Mega-Boa blood and bones, highly treasured by Amber Wizards
- Increased favor and support from local settlements
- 35% chance of injury from the Mega-Boa's attacks
- 10% risk of death on failure
Time sensitive. Gah. I don't think we have time for it this week, might have to let the opportunity pass. Hopefully it's still there next week.The Relic Bones of a Fallen Behemoth:
Your scouting adventurers located this potential prize almost three days travel south, deep into the soft soil of the amaxon's broad flood-forest, in a place that hunters had come back from after reporting hoots and voices in the dark woods.
There the adventurers found -in the midst of a shallow mangrove lagoon- a fallen behemoth, The titanic carapace and scales of an Ancient Bastiladon -a true titan, in life it would have been able to swing that club-tail over the roof of a bunk-house-, all still glossy and firm against the ravages of time.
Yet sadly not against the ravages of greenskins, for the adventurers also reported a small savage orc tribe having taken up residence nearby the beast, slowly carving out bones and pains-takingly hewing the ancient cadaver's carapace with axes as they try to remake the beast into an armory. Surely those bones and the seemingly rot-immune carapace could be better served in Your possession, for at least you would give the giant beast's remains some profitable dignity.
Primary Role: Martial
Potential Rewards:
A Mostly intact Ancient Bastiladon skeleton,
2-3 Titanic bastiladon Carapace-Plates,
One Titanic club-tail.
Each Usable as a gift for Grand Cathay, the Empire, The Amber College, Various Lizardmen factions.
Each Saleable to The Empire,Grand Cathay, The Amber College, Various Lizardmen Factions.
Risk:
20% chance of injury.
5% risk of death on failure.
I've got three sidestory ideas. First is Rapunzel processing everything in the epilogue of Flynn saving her from Gothel, second is a council meeting between our advisors so we get to see all their personalities in play, third is an inaugural bar brawl for the new tavern with Free Bird playing in the background (oh hey, that's a potential name for the tavern).
Hmmm. You are correct. Also those Omakes sound fun ^..^. I'll have to do them. The council meeting i particular sounds like a fun chance to show off your wildly varied council.Signs of the Asrai and Gromril-Locked Chest have their Primary Roles swapped?
Sounds like a quest board situation. We chose which quests to 'green-lit' which to ban dou to consequences, and there are odds those quests will be finished without our factuall input. It certanly makes things easier for us . Still would be wise to set up a proper militia and diplomatic core. Sometimes you Do need specialists.The GM said we'll have access to temporary adventurers thanks to the tavern and booths we constructed this turn.
both, both is good. We need Isha to bless her for half-elfs in the future.The eternal internal debate, between making the Rapunzel Social the most horny post in this story, or making it into romantic pathos with a serious & wholesome scene.
Romantic pathos. This is the first full update dedicated to Flynn and Rapunzel, a pretty ideal moment to focus on character work.The eternal internal debate, between making the Rapunzel Social the most horny post in this story, or making it into romantic pathos with a serious & wholesome scene.
God damn. I edited in "she's multilingual" post-facto after remembering that some of the puzzles in Dora the Explorer involved Spanish, just something I thought would help glue our multi-national adventurers together. Certainly wasn't expecting her to be the Caledor of linguistics. We are definitely keeping her around.
Siobhan, that's an Irish name, which I believe would be Albish. Between her and the Imperial named Flynn Ryder, I'm beginning to think there was some kind of Albion fad that swept the Old World a couple decades back, had parents naming their newborns with Albish names.
Shared trauma, I think that means Siobhan was an old adventuring buddy of hers and came over with her to the colony."No... Money was not the issue, life and its complexities were, along with my growing moral repugnance of course. You may not expect it of a proud Estalian, yet I hold no pride and feel no kinship with the bruto asqueroso of Santa Magritta's slave-docks, whose depravaciones are excused by those of my home kingdoms as 'colonial eccentricity', much to my shame."
Pandora's face twists, Siobhan doing her part -with a face of understanding and shared trauma- to give some comforting back-rubs as the pioneer pushes herself to keep talking, slathering on a weaker smile.
You track the woman down by the smudges of pink lipstick she leaves on cheeks, necks, and lips down the main street
She seems all the more amused by your ironclad control over your own gaze, keeping your eyes firmly upon hers as Pandora elaborates.
The contrast between Pandora's polyamory and Flynn's staunch monogamy was funny.you step up your pace before you have to hear anything that makes you any more wanting for Rapunzel's embrace.