Backdated to ??? (pre-Transcendence, timelines are getting wibbly)

Rhysi’s return to the Garde was heralded by a great deal of cheerfulness from her host, and with a confused pang on the face of Gouvernail, who looked at her with visibly dismay as he bent over Joy’s offered hand.

“She’s come to give me some more help with a project,” said Joy with a kind of stubborn defiance. This counted as work, probably, and therefore he should have no complaints at all.

The weather, despite fitful wind and the occasional smearing of dark grey clouds over an otherwise-wispy sky, was at least very pleasant as Joy turned Rhysi loose on the Garde, providing only intermittent guidance and supervision, as well as a bottle of water and abundant well-wishes.

She had been provided more detail on the underground levels of the Garde this time, with the apologetic explanation that Joy had not seen fit to waste her time with them before, given that she’d been looking for natural resources which couldn’t exactly be found in dusty old corridors. She had also been provided with an extremely primitive map drawn in pink gel pen on notebook paper, laying out the basic shape of the keep, bailey, and entrances to underground areas. It did not look to be especially helpful. Joy was no Viatrix.

lizbot
Let’s explore the Garde!!


Roll 1d10:

    1 - Pal is following Rhysi around and has attempted to steal Lyndin’s valuable scanner. Proceed as required.
    2 - Rhysi is interrupted by Pal with a stick, or possibly demanding head scratches. Work cannot resume until Pal is appeased.
    3 - A strange wisp that follows Joy around and seems annoyed whenever she gives her attention to anyone else has decided that Rhysi is a rival. It is making itself as annoying as possible.
    4 - Rhysi uncovers a hidden cache of mundane items. What these are is up to you. If you roll this I will spend the crown tokens to get Joy a single-use RP item, which you can choose if you want to pick. *Single Roll!*
    5 - Rhysi ventures down an underground tunnel within the bailey walls while Joy is busy. She ends up in the trees outside the bailey after a considerable amount of twisting and turning, and the door on the other end closes behind her and cannot be reopened. Proceed to sidequest table. *Single Roll!*
    6 - Rhysi uncovers a cluster of remarkably delicious-looking berries growing on the fringes of the woods outside the bailey walls. It is very evident that there are many more if she just ventures into the trees - just a bit - and also Joy is not looking right now, anyway. Proceed to sidequest table. *Single Roll!*
    8 - Rhysi’s work leads her to a hitherto-undiscovered well of small magic somewhere in the trees near the bailey. Rhysi uncovers a hidden cache of interesting items. What these are is up to you. If you roll this I will spend the crown tokens to get Joy a permanent IC RP item, which you can choose if you want to pick. *Single Roll!*
    9 - Rhysi discovers a well of magical energy (this can be in an existing location such as the gatehouse, festival supply room, or roof, or you may invent a room or outbuilding for Joy to have to work on later, go nuts).
    10 - Rhysi discovers a well of magical energy of unusual prominence where Joy might have guessed it would be (this will be in the chapel, the crypts, or the disarrayed trophy room full of dead animal bits). There's bodies stored open-air in the crypts if you wanna have fun with that, and one of them is a bit smashed up in the chest region.


If you roll a *Single Roll!* more than once, you can choose either the option above or below it on the table to do instead, or pick one of the substitute events below:

    Substitute a: Rhysi discovers a fox den, with half-grown babies in it. Joy didn't even know we had foxes! Please unlock foxes for her since I keep forgetting.
    Substitute b: Rhysi discovers old graffiti from Gouvernail’s time, scrawled by some soldier or visiting dignitary. He can read it. He will have to read it aloud, if she wants him to.
    Substitute c: Rhysi discovers a hitherto-hidden piece of art (a mural, tapestry, etc.) of a somewhat risque nature.


SIDEQUEST TABLE
Roll 1d4

    1: Rhysi steps onto what appears to be a patch of mossy green lawn after finding her way back to the bailey walls. It is not lawn. It is algae. Take a plunge in the stinky-a** moat. If Rhysi has already fallen into the moat, she may very ridiculously do so again on a re-roll, or she may otherwise fall into some other annoying hole.
    2: Rhysi becomes hopelessly lost in very dense woods.
    3: Rhysi becomes hopelessly lost in very dense woods, but on her way she discovers the overgrown remnants of an orchard or perhaps a wild grove of fruit-bearing trees. Yum!
    4: Victory, whatever that looks like.


Roll until you roll a 9, or until you get bored, whatever makes you happiest.

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