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Post by Rule Hound on Oct 7, 2016 14:32:44 GMT
1st: Pack up my forge, and load it up with all the other stuff I assume Riccar is hauling over to Trieste. Travel with this caravan, so I can defend it if needed.
His Tests: R, R, R, R, R (Loss, Tie, Tie, Loss, WIN!!!) Our Tests: P, R, R, P, S
2nd: Check foundations of the chantry. Riccar suggested putting the forge underground, so I'll see if that's a viable option, probably venting it through the chantry's own fireplace, or separately if that causes issues. Set that up and unpack forge.
Not sure if you want to count those as actions towards the background itself, so I'll just put that I'll spend enough xp to finish off the third level of the forge, see what benefits that gains. Won't have zombies to run it any longer, maybe I should look into ghoulish some more help, but ordinary people with sledges should work well enough, too.
His Tests: R, R, R, R, R (Loss, Win. Bonus Loss) Our Tests: P, S, P, P, R
3rd Retainer: Donate downtime to the free city's benefit. Mass produce some decent iron weaponry for their militia, not fancy, but functional and we'll made. Let's aim for the accurate quality, and just pound out as many as I can.
His Tests: R, R, R, R, R (Tie, Win. Bonus Loss) Our Tests: R, S, P, P, R
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Post by Rule Hound on Oct 13, 2016 17:58:35 GMT
You manage to packup your forge and guard it while transporting it to the Chantry in Trieste. the tear down and arranging for suitable wagons and such takes time. This downtime you get it torn down, taken to Trieste and unloaded (but not reassembled) you will begin a basic search of the underground of and around the Chantry finding a suitable cavern that you think with a few tweeks and special ventholes molded into the bedrock will be able to catch a breeze off the ocean to help power and aid the productivity of the forge and whisk away the smoke to the university chimneys.
Right away, even before examining the foundations you see that the grounds under the university are riddled with caves. You are going to have some work to do to seal the Chantry off fully from the Nosferatu (future project/downtime) . Something that Ricchar is probably going to have to arrange/bargain with them to do since the Cave system is Nosferatu Domain.
The Cavern you found below the Chantry is connected via a tunnel to storage cellars (there are actually several tunnels/caves off the cellars) but this one is nice because it widens out into the cavern. And only the one cave comes into it before continuing onto the seaside cliffs. You are able to seal it off fully at both ends using your powers from both the seaside and Cellars. Putting several feet of bedrock to close it off and make it look almost natural. No one will probably remember it having been there or think it was lost in the quake and new construction. You can fix it up latter to suit your needs.
The other cave systems (as mentioned) you leave so as to not be obvious about your private hideaway. Let Ricchar do some dealing with the Nosferatu to get permission to seal some of their Warren access to the University.
Other downtime Actions You will be able to reassemble you forge and check foundations with the next downtimes. I will look at the number of actions you have into the forge and so forth and figure out what if anything it will cost when re-assembled for the next round.
If you wish to change the other downtime actions you have until the next deadline. Your retainer won't be producing weapons until forge is reassembled (but it will be before next gather).
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Post by Rule Hound on Nov 21, 2016 15:46:26 GMT
OK looked into it. Raising from lvl 2-3 costs 3xp or 3 (1 downtime per xp) you pre3viously had 1 of 3 downtimes assigned. With the addition of this one you have 2 of 3 banked and can buy off the 3rd with 1 xp. So forge raises to lvl 3 at cost of 1 xp.
You manage to put together some basic weapons for the defenders of Trieste. You raise the defense by 1 (but due to previous penalties it is still not as high as it once was) However it is on its way back up.
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