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If Matty's gonna have to leave the snake box behind while she goes off on adventures, she can just have Heideck stop in to swap out the catch jug every month or so. Like, how if you've gotta be away from home for an extended period of time, you arrange to have someone regularly water your plants? Same idea here, except instead of plants, it's a mysterious mirrored box eternally leaking snek goo.
 
[]Plan Loose ends
-[] Improve the road between the Estate and Sonningwiese (50 +25 gc) (free action)
-[] Establish upkeep of the roads between the estate and the individual households (free action)
-[] Hire a manager to direct improvement of the fief
--[]Instruct them to build a Bailey next turn
-[] Bring in dwarven experts to expand the factory to produce gunpowder (-5 Dwarf Favour).
-[] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
--[]Ranald's Blessing
-[] Imbue an item with a petty or lesser magic.(Make Anton an armor enchantment)
-[] Imbue an item with a petty or lesser magic.(Make Wilhemina an armor enchantment)
-[]Fold the gunpowder factory into the EIC.(Free Action)
-[]Fold the gong farmer into the EIC.(Free Action)
-[]While we are gone, divert our income towards repaying our debt to stirland.(Free Action)
-[] Free Time ( undecided)
I think we should at least have the piety training action since I think we need to use the bonus or lose it, besides Wilhemina doesn't seem the type to need or want a magic item, she seems more like a solid coat of chain-mail kind of woman.

Also I don't see the point in building a bailey in a bunch of hills for a bunch of shepherds.

Why a defensive fortification is useless.

There are many reasons to build a wall, you might want to separate a bunch of people like with a gated community or hold up your roof. In this case we're considering building a defensive wall for the fief. You may be thinking intuitively, wouldn't a defensive wall be useless for a bunch of wandering goat and sheep herders?

So let's look at what a wall does. A wall acts as a defensive force multiplier, if there's no one on the wall then obviously your wall is going to having zero effectiveness. Defensive walls for this reason typically turn up in decent sized towns and cities where you can have guards to man the walls and defend against attacking armies. While it's true smaller towns might have walls in their case it's not for defense but rather separation, think less defending against armies and more like a really crappy gated community that only allows the locals in.

Next is what a wall doesn't do. What it doesn't do it project any offense or magically filter out thieves, while this seems obvious those are what rural peasants really need. The most likely forces country peasants are going to come up against are going to be wandering goblins, the occasional wolf and maybe the odd skeleton or bandit. Against those forces you don't want everyone to sit behind a wall you want to grab a bunch of men and a good tracker and quickly hunt them down before they can get up to any mischief.

Even worse if fighting an intelligent foe such as thieves or bandits a wall simply isn't going to do any good, without significant resources going into the wall being watched they could simply get in while not watched or at night or most likely just ignore the walls and go after those outside them. In the case of an actual army such as an orc war-band turning up then those walls aren't going to do much good against such a foe with the forces at our disposal and in fact we and Stirland would have much larger problems to deal with, notably the fact that orc war-bands have reached so far into the Empire without being dealt with.

So what would be a good way to increase the defense of the fief instead? Well the easiest and cheapest option would just to be to make sure everyone has slings and maybe host a yearly competition to test and hone the peasant's skills. Slings are cheap, lead bullets are cheap, stone bullets are free. On top of that slings are quite deadly, they have ranges that are often as good or better than bow and can easily cripple or kill with a decent hit.

By ensuring everyone has a decent sling and encouraging their skills with competition (furthest shot, fastest shots, hardest shots, most accurate shots, whatever you want) every peasant will be well defended against the most likely enemies they will encounter and can band together to become truly fearsome. Also it would likely cost less than 25gp to fund this for well over decade even with competition rewards, free slings and food.

But maybe you want something more impressive. In that case an armory is a good choice, by supplying the locals with some sets of gamberson, chain-mail, and helmet you'll have a strong defensive armament for when they need to fight. A shield, an axe or spear and a crossbow could also be considered for armaments. This would be more expensive but if you really want to go all out then this is the way to go, it's like a wall you can carry with you after all.
 
One of the things that I have really liked about this quest is how there has always been more that needs to happen than we have time for. This makes each choice meaningful.

Regardless of what we do we are going to have our hands full. As such I would like to gain a new underling. We need a majordomo for our lands. Paying someone a flat wage to manage all of the improvements that we want to make to our lands would be much cheaper than having a 50% markup on each project so that we can use our time better.

The following Omake invents a suitable character and imagines how the job interview might go.


The Interview.

You entered the bar for the 6th time that night. It was meant to be a neutral place for an informal meeting but every person in the establishment other than the man you were meeting worked for you in one way or another. They had already agreed to be paid handsomely in exchange for losing their memories of the evening. It had taken some practice but they all knew their parts by now.

Augustus Ferdinand was sitting at the table where I had left him, nursing a beer. It was still his first, despite the number of times that it had to be topped up slightly between each reset. It wasn't particularly good beer so he was barely feeling it, which was how you wanted it. You didn't want him impaired after all, just off balance. He was a small man, shorter than you and slim. He gave the impression of flinching away from the world even when facing you full on. He was also pretty. Not handsome but almost effeminate, it was obvious that he was vain and had spent time and money on his appearance.

He saw you enter and stood. "It is a pleasure to meet you my Lady." You offer your hand and he kissed it. He continued to brown nose charmingly as you sat. "I must say before we begin how impressed I am at your rise in station at such rapid pace. I had heard of your prowess in battle but your beauty is a most pleasant surprise."

It really wasn't since this was the same opening gambit that he had used each time which meant that he had given much thought on how to best flatter you. The mental image of him practicing his lines in front of a mirror made you want to grin but you suppressed it.

"So Mr Ferdinand..." You started.

"Please, call me Augustus."

"...Very well. Augustus. You stated in your initial letter that you wanted to work for me. What led you to think that I needed an employee?"

"All Noble's need assistance running their estate in some form or another. When I found myself in need of a change I investigated all new knights as far and wide as I could. You were on a fairly short list of people who didn't seem to already have the position filled." He smirked, pleased with his ingenuity.

"That is all to the good but I am interested in the events that led you to need employment. What about your previous job?" You asked.

He grimaced. "I assume that you have read my work history that I attached in my initial letter?" You nodded and he continued "I was the Major-domo for an estate in Estalia. The family that I worked for were traders and I learnt many languages to be a better host. To my shame I had to leave that work due to a disagreement with the husband of one of my lovers. While he wasn't powerful directly, I found out that he was a childhood friend of someone that my then master owed money to. To keep everyone else happy I was banished and I have used my saved up wages to find someone worthy of working for. I hope that that person is you." He was calm and sad as he talked.

You paused, deep in thought. Each time you had used Mindhole to reset this interview he had come up with a different reason why he needed a job and none of them rang true. The one thing that they all had in common was that they cast him as the villain of the story needing redemption. This was strange since he shouldn't remember telling you the anything so shouldn't have any reason to change the story. Instead of letting this pass like you had in previous attempts you decided to try something different.

"I don't believe you. Why are you really here? If you want any chance of getting the job then I want the truth!" Your voice got louder as you talked and you were almost yelling by the end of the sentence. The patrons of the bar took glances at the scene before returning to their drinks and conversations.

Augustus flinched. "Dammit, dammit, dammit. I so wanted to keep it hidden." He muttered as he stood and flung off his jacket, draped it over his chair and sat again. He undid the button on his right shirt arm and rolled it up. "The truth is that I was sent." Then he revealed a tattoo on the inside of his forearm of a playing card that had symbol of Ranald within it.

"You have been faithful and true to your God but even more importantly you have been entertaining. He had guided my steps to you. May we play ever more impressive tricks in His name." Augustus rolled his sleeve back down. "Any more questions for me Dame Weber or must we go through this charade for a seventh time? His poker face cracked as he saw my shock and he grinned.

You knew that he would never tell you how he had figured it out. You grinned back. Mindhole.


Sure he had the job but there was no reason to let him remember getting one over you.

edit @BoneyM Is this worth adding to Apocripha?


Also:

[X] Plan Collegiate Loyalties
 
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I guess we'll just leave the shyish swords and qaysh juice and liber mortis at home? Not likely to be able to fiddle with them on the campaign trail.

If we want to take them with us though, we'll have to spend an action getting them ready to travel.
 
I guess we'll just leave the shyish swords and qaysh juice and liber mortis at home? Not likely to be able to fiddle with them on the campaign trail.

If we want to take them with us though, we'll have to spend an action getting them ready to travel.
The swords are not safe to transport. We could bring one or two maybe, but the rest are going to have to stay crated and that's not conducive to adventure. The Box is fragile, even if well padded, we don't want to risk it being damaged.

The Liber Mortis...safest place is probably with us. I'm not leaving it unattended for five years.
 
We can enchant items on the go. We probably have to ignore the Juice, since we won't have the facilities anymore while in adventurer mode.
We can enchant on the move now though, so we could bring along a jug or 2 if it's used for that; which is the only facility we're leaving behind.
I think we should at least have the piety training action since I think we need to use the bonus or lose it, besides Wilhemina doesn't seem the type to need or want a magic item, she seems more like a solid coat of chain-mail kind of woman.
Our armor should be stronger than chainmail now, since our magic stat went up (side note: our robes are outdated already oops).
The piety training priority is just a matter of perspective really.
I guess we'll just leave the shyish swords and qaysh juice and liber mortis at home? Not likely to be able to fiddle with them on the campaign trail.

If we want to take them with us though, we'll have to spend an action getting them ready to travel.
The swords are not safe to transport. We could bring one or two maybe, but the rest are going to have to stay crated and that's not conducive to adventure. The Box is fragile, even if well padded, we don't want to risk it being damaged.

The Liber Mortis...safest place is probably with us. I'm not leaving it unattended for five years.

I don't mean moving the box itself, just some of the juice (if it turns out to be useful).
 
Yeah, we're not really leaving anything behind, in the sense that we'll lack complete access to it for the entirety of the campaign. As one of the fastest humans in the Empire who isn't literally teleporting, we can grab anything we really need in a reasonably reasonable timescale.
 
Yeah, we're not really leaving anything behind, in the sense that we'll lack complete access to it for the entirety of the campaign. As one of the fastest humans in the Empire who isn't literally teleporting, we can grab anything we really need in a reasonably reasonable timescale.
Karak Eight Peaks is the leading option at the moment. If you think we're going to be covering the distance between there and Stirland and back in a single turn, I would say you're underestimating the distance. We would probably have to waste half of that turn's actions or more just on travel.
 
A jug or two probably. The juice research was anticipated to be a long chain like the Matrix research though, so no high hopes for that.
 
A jug or two probably. The juice research was anticipated to be a long chain like the Matrix research though, so no high hopes for that.
We should be able to get some combat uses out of it from an action, based on the quick and dirty uses action we had in the purge turns. Then we can carry the Juice to mines with us, and research on it as well as use it for combat in an emergency.
 
Karak Eight Peaks is the leading option at the moment. If you think we're going to be covering the distance between there and Stirland and back in a single turn, I would say you're underestimating the distance. We would probably have to waste half of that turn's actions or more just on travel.
A galloping horse does 25-30 miles per hour and the shadowsteed is not troubled by rough terrain so it can go off-road to some degree. I can see it taking AN action, but not more.
 
guys guys guy

what if

guys

what if we

guys guys

what if we gave the snake juice

guys

what if we gave it to a brewmaster

magic booze guys
 
The swords are not safe to transport. We could bring one or two maybe, but the rest are going to have to stay crated and that's not conducive to adventure. The Box is fragile, even if well padded, we don't want to risk it being damaged.

The Liber Mortis...safest place is probably with us. I'm not leaving it unattended for five years.
And if you die in some benighted dwarfhold and a skaven necromancer gets hold of it?
 
[X] Seeking adventure in the Zhufbar expeditions into Karak Varn.
[X] Seeking knowledge by building a branch campus of the Grey College in Stirland, possibly on your estate.

[X] Enchantment Services (payment in College rep)
[X] Taking on Apprentices
[X] Interrogation
[X] Research and Development (thaumaturgical) (ie. stuff derived from Shyish-Kebabs and Qhaysh juice)
[X] Being available to investigate reports of unsanctioned magic-users.
[X] Being available to intervene in matters of great import as needed

Not at all enthused by the dwarf options, but of the two Karak Varn is far less painful so I'm voting for it in light of how the votes are going. It's close enough to Stirland that we could keep an eye on our interests at home while focusing on adventuring, whereas for Eight Peaks we'd have to essentially abandon Stirland. I like Stirland as a passion of Mathilde's; it's a shit place but she was born there, Abelhelm worked to better it and died doing so, and I think Mathilde being passionate about leaving a better Stirland behind her is appropriate. But for that we cannot just shove everything financial on Wilhelmina and wander off entirely.

As far as the College work options go, I would quite like an apprentice if we're fucking off to go stab things. We can teach them about important things, like pistols and artillery. It's not like we're going to read the Liber Mortis on the go anyway. And being on call for large-scale disasters sounds like the GM could at any time go "you lot are being boring TIME FOR WAR" and call us up to go fight Chaos somewhere or similar. That's nice.
 
Really, maybe we should give the box containing the Liber Mortis to Roswita for 5 years. "Well, I'm off to war, hold onto this for me until I get back okay?"

I mean, it's better she keeps it when we die than some skaven.
 
Really, maybe we should give the box containing the Liber Mortis to Roswita for 5 years. "Well, I'm off to war, hold onto this for me until I get back okay?"

I mean, it's better she keeps it when we die than some skaven.
Nah, if we go to the Eight Peaks campaign we stop by Zhufbar first and say "please hold onto this until either I or a Grey Wizard together with a Van Hal come ask for it back" and they'll keep it nice and safe even if we don't tell them what is in the magically sealed box.
 
On a side note, what DID happen in eight-peaks in the other quest everyone keeps talking about?

It took place in Karok Ungor, rather than Eight-Peaks, and it was a glorious meat grinder of a side-quest. It was actually incredibly entertaining, a real emotional roller-coaster. The only problem was it took, what, two, two and a half years in game and in real time to clear the place and get back to regular turns. It's awesome if one were to jump in now and read through it all now that it's all said and done, but the sheer duration was soul destroying for those that kept up with the quest, and probably for the QM too.
 
Tally? Tally.
Adhoc vote count started by racnor on Mar 24, 2018 at 2:19 AM, finished with 12190 posts and 84 votes.
 
It took place in Karok Ungor, rather than Eight-Peaks, and it was a glorious meat grinder of a side-quest. It was actually incredibly entertaining, a real emotional roller-coaster. The only problem was it took, what, two, two and a half years in game and in real time to clear the place and get back to regular turns. It's awesome if one were to jump in now and read through it all now that it's all said and done, but the sheer duration was soul destroying for those that kept up with the quest, and probably for the QM too.
Karok Ungor only took a year Ingame it was the real life part that took two years
 
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