Hopefully u don't run into any hard mobs or a room battle. Firstly you can't camp in the initial room, so the party has to travel to another room and have it cleared to camp. Originally posted by Metal_Slug:I don't think it would be viable. What if you get a bunch of greens (1500) and greys (~1000gp?). Not only that, a party with 1 antiquarian has a chance to earn those cheap and expensive tokkens that only the antiquarian can see, plus expanding gold stacks to 2000gp.Īlso this method is incredabily boring considering this is a better than average senario. This would not be a reliable strat and the player would rather take 1 antiquarian to yield more profit in one run with a functional party that makes mission progress. After the initial dive into the dugeon with the 4 antiquarians it would take an additional 2 weeks to cure and de-stress the 4 antiquarians. And now we have to treat the stress levels for the remaining 2 antiquarians and then the following week those 2 antiquarians we sent to the Sanitarium. We now have to pay off the treatmen the Sanitarium for the disease and possibily horrible quirk (forced curio interactions). Let's assume we get one negative trait and one disease, as it is common occurance. So now we return back to the hamlet with 4 antiquarians, 6000gp, +stress, and chances for negative quirks and diseases. Also there's a chance that one of the negative quirks on the antiquarians gets locked in which costs $$$ to treat. No rewards are paid out for aborted missions. The game will still roll for quirks and diseases, plus the stress incured from aborting the mission. Let's say we drop 4 blues (9000gp) and we abort the mission. I highly doubt it would drop reliably orange trinkets which are worth 3750 gp. I haven't used this ability too much but it would probably drop greens (1500gp) or at best blues(2250gp). Trinket Scrounge costs 2 Units of time allowing all 4 antiquarians to produce a random trinket within 12 units of time.
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