((Perhaps it has been a few tomorrows, but that only increases your hopes that
this tomorrow of yesterday is really the right tomorrow. What right have I to crush your hopes by posting something today, leaving you with the knowledge that there will be no turn tomorrow?
Er ... That is, yes. Turn.
I've decided to increase the rate at which low-leveled workers level up if they are working alongside people who are more skilled. It's also possible to set up to three students to one teacher, to further increase this, but none of the four will produce anything while training.
Finally,
Please use bold for all actions, and only for actions. Thanks.))
Evergod's Company:
{15}, Luck - One miner has discovered a small cluster of flareflow opals. These highly rare, translucent gemstones appear to have a center of liquid fire, and are said to grant magical abilities to those who hold them ...
{6} - Victor Van Vrikt, the noble governor, takes some large leaves from the jungle, and heads towards the lean-to where the construction workers built a quick shelter for the wounded. Their wounds look quite bad, and he almost uses the leaves as bandages, but notices an unpleasant tingling sensation on his hands. Deducing that the leaves are at least slightly toxic, he decides against 'helping' the smiths with the leaves, instead tossing them deeply into the jungle where they will never be used as bandages again. ((Your int has saved the day.))
The lean-to itself is roughly made, but will not fall apart without outside intervention. The bedding is made from undried hay-like vegetation. It's only marginally better then leaving the patients outside, but people would be demoralized if their friends were left outside while wounded.
People have begun to question the lack of even the most basic of housing.
+4 flareflow opalsLeaves of unknown toxicity discovered.Heroes granted titlesLean-to builtEvergod:
+1 EXPWolfchild {17, [3/10], [5/6]} - Prospect for metals
Pyro enters the mines and prospects for metals. He finds an iron vein worth 60 iron.
+2 EXP
+2 ProspectingErrol {1} - Magically examine black rock
When Mage aims a spell at the rock, she can feel it pulling at her. She tries to fight it, but finds herself paralyzed. She black out.
Darkness. A void? No light. No sounds. No feeling. There is nothing. Nothing except for the strange feeling that *something greater* is amused.Mage wakes up in the make-shift hospital, shivering uncontrollably and feeling completely drained. One of the construction workers sees that she's awake and feeds her a bowl of hot soup. He explains that she was carried here after suddenly falling over, unconscious.
Mana set to 0.
-2 HPJiharo {1} - Add eggs to stockpile, build Mechanic's Workshop
The Clockateer returns to the camp, gives the eggs to a construction worker, and grabs some tools. Several hours of unsuccessful attempts later, and he has broken several tools, destroyed a few units of stone, and hurt his hands. The masons give him dirty looks.
3 tools broken
3 stone destroyed
-5 HPKnight Otu's Order:
{10}, Luck - No notable occurrences
The farmers finish preparing enough fields for themselves.
The herbalist finishes preparing enough fields for herself.
The town hall has been completed. There is barely enough room for everybody to sleep on the floor, but at least they're no longer exposed to the weather.
The military splits its time between training and guarding the area. They did not detect any more kobolds.
Three carpenters cease being carpenters, and head for the mountain to collect gold.
Knight Otu: {10+2} - Honor the dead
Seeing their leader personally seeing to the dead, combined with the victory, helps raise morale. People are more productive this turn.
+2 Oration
+1 EXPHailfire {10} - Identify seaweed
She gives a sample of the seaweed to the herbalist, who doubts it would grow on land. None of the workers listen to her requests for them to get more. She analyzes the seaweed, and it appears to be moderately toxic when purified.
+2 Herbalism
+2 EXP
1 Strange Seaweed turned into Medium Poison ExtractKilakan {17} - Craft time!
Khan creates a warm bear-hide cloak from the mother's body, and a pair of clawed gloves from the cub's corpse. After donning his newly made objects of barbarianism, he takes the meat back to camp. People look on him with respect.
+2 EXP
+2 Corpsecrafting EXP
Bear-hide cloak gained
Bear-claw gloves gained
50 food added to cityOchita {17} [4/10] [4/6] - Prospect tile 11
Ochita discovers an iron vein worth 50.
+2 EXP
+2 Prospecting+2 EXPFood = 53 [-16/turn] [49 pop] [0 guests]
Gold = 4 [-2/turn]
Poor Tools = 63
Time to next caravan: 2 turns
Resources:
51 stone
29 gold
20 iron
4 flareflow opals
Buildings:
10 fields
Size 15 mine
Size 19 quarry
Lean-to Hospital - 5/6 patients, cramped. 24/24 HP
Unskilled Labourers
1 L1 Weaponsmith - 3/turn [Heavily Wounded] ~9 turns until death, ~6 turns until healed
1 L1 Armoursmith - 3/turn [Heavily Wounded] ~9 turns until death, ~6 turns until healed
15 Miners (11 L1) (4 L2) - 49/turn
10 Farmers (6 L1) (4 L2) - 34/turn
5 Construction Workers (4 L1) (1 L2) - 16/turn
10 Quarry Workers (7 L1) (3 L2) - 33/turn
Skilled Laborers
Metalsmith - +1 metal weapon making; +1 metal armor making; +1 overseer [Heavily Wounded] ~9 turns until death, ~6 turns until healed
Lieutenant [2g/turn] - 3att/3def (Iron Sword, Wooden shield, Leather Armor) [Moderately Wounded] ~1-4 turns until healed
- L1 swordsman, +1 shield user, +1 morale boost (+10% damage done by commanded units)
Mine Foreman - +1 ore mining; +1 quarry working; +1 overseer
Resources discovered:
31 Gold vein in tile 1
40 Ion vein in tile 1
Leaves of unknown toxicity in tile 1
Food = 73 [-4/turn] [48 pop] [0 guests]
Gold = 18 [-9/turn]
Time to next caravan: 2 turns
Stocks:
Poor Tools = 65
Healing Herbs = 6
Copper spears = 2
Wood = 2
Gold = 9
Buildings:
16 fields
Granary - 18/18 HP [A1]. 200 Storage.
Town Hall - 89/89 HP [A1]. 48/49 population, Very Cramped.
Summoned Beings:
1 Phantom worker - Work 2/turn
Uneducated citizens:
18 Farmers (9 L1) (9 L2) - Farming 62/turn
7 Woodcutters (4 L1) (3 L2) - Lumberjack 24/turn
7 Carpenters (3 L1) (4 L2) - Carpentry 25/turn
3 Miners (2 L0) (1 L1) - Mining 7/turn
4 L1 swordsmen [4g/turn] - 3att/2def (Iron Swords, Leather Armor)
1 L1 archers [1g/turn] - 3att/1def [Extra attack: Ranged] (Longbow with wooden arrows, No Armor)
1 L2 archer [2g/turn] - 4att/1def [Extra attack: Ranged] (Longbow with wooden arrows, No armor)
Educated citizens:
Architect - L2 overseer, L1 carpenter, L2 architecture
Herbalist - L2 herbalism, L1 doctor, L1 research
Militia captain [2g/turn] - 3att/2def [Extra Attack: Ranged] (Iron Sword, Longbow with Wooden Arrows, Leather Armor)
- L1 sword-fighting, L1 archery, L1 tactics - (-10% damage taken by commanded units)
Resources discovered:
Surface gold vein in tile 10 - 66 gold, +1 mining rate
Surface iron vein in tile 11 - 50 iron, +1 mining rate
Healing herbs
Moderately toxic seaweed
Kills:
4 kobolds
Name: Victor Van Vrikt
Position: Governor of
EXP: 3/10
Skills:Blacksmith 2 [base1]
Weapons Instructor 1
Supervisor 2
Fencer 0 - [2/5]
Stats:HP: 20/20
MP: 17/17
Strength - 5
Agility - 2
Dexterity - 2
Constitution - 5
Intelligence - 4
Spirituality - 4
Power - 3
Magical Finesse - 2
Items:Longsword - +1 damage
Steel Mail Armor - +1 damage reduction
Enchanted forging Hammer - +1 Blacksmithing
General townsman clothing
Name: Saun 'Pyro'
Ruler: Evergod41
EXP: 5/10
Skills:
Pyromancy 2 [+1] [2/20]
Aeromancy 1 [+1]
Mechanics 1 [+1]
Prospecting 0 [2/5]
Stats:
HP: 18/18
MP: 17/17
Strength - 4
Agility - 1
Dexterity -3
Constitution - 4
Intelligence - 4
Spirituality - 4
Power - 4
Magical Finesse - 4
Items:
Fire Opal - +1 Pyromancy
Wind Opal - +1 Aeromancy
Toolkit - +1 Mechanics
Clothes
Spells:
Firebolt - Pyromancy L1, 5 MP - Deals 5-14 damage to a single target.
Flame Wave - Pyromancy L1, 6 MP - Deals 5-14 damage and ignites a single target. Short ranged, CAoE. +2 Acc on primary target.
Fireball - Pyromancy L2, 10 MP - Deals 10-19 damage to a target. AoE. -2 Acc on secondary targets.
Ignite Weapon - Pyromancy L2, 10 MP - Causes a weapon to deal 5-14 extra damage for 4 turns. Wooden weapons are destroyed when spell ends. 85% success.
Wind Armor - Aeromancy L1, 5 MP - Halves the chance of mundane ranged attacks striking target for 4 rounds. 80% success.
Air Shield - Aeromancy L1, 5 MP - A small section of hardened air gives target +2 dodge for 4 rounds. 80% success.
Name: Eliza 'Mage' Voile
Ruler: Evergod41
EXP: 4/10
Skills:
Magic Theorist 2
Archaeology 1
Scrying 1 [1/10]
Wizardry 1 [1/10]
Stats:
HP: 12/14
MP: 0/17
Strength - 2
Agility - 2
Dexterity -3
Constitution - 2
Intelligence - 5
Spirituality - 4
Power - 4
Magical Finesse - 5
Items:
Tome of Spells - May use an action 'learn' a spell when not in combat. May 'learn' higher leveled spells, but the book fights back harder. Will not fail to learn spells one or more levels below the caster level.
Spells 'learned' this way have a 33% chance of being lost when cast, either because of the bookmark being lost, or because the book reclaims the spell.
Spells require roughly three successful casts to be truly memorized.
Portable Magical Barrier - +1 damage reduction
Extra-dimensional Casket - Small objects placed inside are weightless. Carry limit of 25lbs.
3 Pills of Return - Allows one person to return to town as a minor action.
Loose pieces of paper and a pencil.
Black rock - Unknown
Spells:
Sense Enemy - Scry L1, 6 MP - Bookmarked, will identify sapients with hostile intent in the nearby area. 85% success. Duration of 4 turns.
Sense Monster - Scry L1, 6 MP - Bookmarked, will identify 'monsters' in the nearby area. 80% success. Duration of 4 turns.
Sense Treasure Scry L1, 6 MP - Bookmarked, will identify anything the caster considers valuable in the nearby area, even hidden objects. 85% success. Duration of 4 turns.
Babelfish - Scry L1, 9 MP - Bookmarked, you uses simple telepathy aid to relocates the rough intent the target' off; S words, and relocates them into to language off the caster' S choosing. Variable success: Higher accuracy rolls increase effectiveness. Duration of 4 turns.
Name: Kwinkle 'Clockateer' the Toymaker.
Ruler: Evergod41
EXP: 3/10
Skills:
Artifice 2 [+1] - The non-magical creation and manipulation of mechanical objects at or below the size of a domestic cat.
Enchantment(Mechanics) 2 - A very specific school of study, dealing with the manipulation of mechanical objects, both complex and simple.
Jungle Survival 0 - [3/5]
Stats:
HP: 13/18
MP: 14/14
Strength - 2
Agility - 4
Dexterity -4
Constitution - 4
Intelligence - 3
Spirituality - 3
Power - 1
Magical Finesse - 6
Items:
Box of Instruments - +1 to artifice
Swordcane - +1 damage
Ragged cloak
10 eggs - 2 count as a meal
Spells:
Manipulate lock - Enchant(Mech) L1, 5 MP - Lock/unlock target. 95% success on simple locks.
Repair - Enchant(Mech) L1, 5 MP - Restores 3-6 HP to small inanimate objects. Greatly reduced effect on large objects due to small area of effect. 95% success rate.
Recharge - Enchant(Mech) L2, X MP - Uses mana to recharge an animated object. 80% success rate. Power restored is X * 1.2. X is any number. 95% success rate.
Animate - Enchant(Mech) L2, 18 MP - Imbues a small object with a magical imitation of a soul, allowing it to move of its own accord and obey simple commands. Object occasionally needs to be recharged. 80% success rate.
Minions
Jerome - Doll-sized golem in royal clothing, with a crown
8/8 HP
12/12 MP
Magically animated - Obeys simple commands. Requires 1 MP/action.
Stubborn - Has a 20% chance of ignoring a command
-1 attack, -3 damage, +1 dodge
Name: Chirlon Arona
Position Governor of
EXP: 3/10
Skills:Oration 2 [+1] [4/20]
Conjuration 1 [+1] [2/20]
Trading 1 [+1]
Stats:HP: 16/16
Mana: 9/14 [17 base]
Strength - 2
Agility - 2
Dexterity - 2
Constitution - 3
Intelligence - 5
Spirituality - 4
Power - 4
Magical Finesse - 5
Items:Fancy clothes (+1 to Oration)
Conjurer wand (+1 to conjuration)
Merchant scales (+1 to Trading)
Replacement wardrobe
Silver jewelry
Spells:Phantom Worker - Conjuration L1, 12 mana - Transforms debris a worker that is able to perform any 'mindless' directed task. Works at the rate of 2 points per turn. Very poor in combat. Lasts until destroyed or dispelled. Concentration cost: -3 to caster's max mana. 85% success.
Flareling - Conjuration L1, 12 mana - Summons a minor flame spirit. Lasts until destroyed or dispelled. Concentration cost: -3 to caster's max mana. 85% success.
Name: 404: name not found
Ruler: Knight Otu
EXP: 5/10
Skills:
Alchemy 2
First Aid 1
Sorcery 1 - A general school of magic. Students of Sorcery generally may cast from a wide variety of spells, but lack specialization.
Herbalism 0 [4/5]
Stats:
HP: 24/24
MP: 14/14
Strength - 3
Agility - 2
Dexterity - 2
Constitution - 7
Intelligence - 5
Spirituality - 3
Power - 3
Magical Finesse - 2 [+1]
Items:
Lab Coat
Focus Charm - +1 Fin
Matchlock Arquebus /w bayonet (Loaded) [Ranged: -3 accuracy, +3 damage] [Melee: -1 accuracy]
Bandolier (20 shots for Arquebus)
Enchanted Icebox
Leather Bag
First Aid Supplies
Bare Basic Alchemy Set (-1 on non-simple alchemy tasks, but portable)
2 Healing Herbs - One may be consumed per turn to restore 2 HP.
1 Toxic Seaweed
1 Medium Poison Extract
Spells:
Heat - Sorcery L1, 3 MP - Generates enough heat in the caster's hand, mostly useful for lighting fires. Largely ineffective for combat. 90% Success.
Clean - Sorcery L1, 3 MP - 95% Success.
Minor Healing Potion - Alchemy L1, Distilled water, 3 healing extracts - Restores 3-5 HP per round per 3 rounds.
Minor Poison - Alchemy L1, Water, 3 poison extracts - Damages 2-4 HP per round for 2 rounds. May be applied to weapons as a free action. Enough for two applications.
Minor Mana Potion - Alchemy L2, Distilled Water, 3 healing herbs, blue feather - Restores 8-12 mana.
Potion of Ram's Strength - Alchemy L2, Distilled Water, powdered ram's horn - Increases strength by 1 for 4 turns. Makes two servings. Stack limit of +2. Self-stackable.
Name: Khan
Ruler: Knight Otu
EXP: 9/10
Skills:
Axe Fighter 2
Barbarian Rage 1 [+1] [1/10]
Carpenter 1 [2/10]
Teacher 0 [1/5]
Corpsecrafter 0 [2/5]
Knife thrower 0 [1/5]
Stats:
HP: 24/24 [22 base]
Rage: 0/11
Strength - 6
Agility - 2
Dexterity - 3
Constitution - 6 [+1]
Intelligence - 3
Spirituality - 2
Power - 3
Magical Finesse - 2
Special:
Rage: Causing damage increases rage by 1 point per point of damage done. Getting hurt increases rage by 1/2 point per point of HP lost. Rage dissipates quickly between battles.
Items:
Worn Woodsman's Axe - [+1 damage]
Wedding Ring Talisman - +1 Con
Blood-stained Carpenter's Coat - +1 Barbarian Rage
Cotton Pants
Red Wool Toque
Black Leather boots
Wood-Working Kit
Small Knife [-2 damage]
Bear-hide cloak - +1 respect
Bear-claw gloves [33% Chance of morale damage if target is sentient, living, and human-sized or smaller]
Spells:
Note: All rage spells may be used as a free action.
Ignore Pain - Barbarian Rage L1, X Rage - Adds X to temporary HP until end of battle. X temporary HP will then be removed, regardless of how much actual HP is left. User may be left unconscious and near-death, but won't immediately die as a result. X is any number. Cap of 2x user HP. User will not wake up until HP is positive.
Feral Rage - Barbarian Rage L1, 3 Rage - Damage increases by X%. X is the percentage of HP lost. Dodge chance decreases by 1/3 of this number. This rage does not stack with itself. This spell is continuous, draining 3 rage per turn if possible. If not, spell ends. Disabling this rage is a major action.
Name: Ochita I
Ruler: Knight Otu
EXP: 5/10
Skills:
Enchantment (Long-term) 2
Earth Magic 1 [5/10]
Water Magic 1
Prospecting 0 [2/5]
Stats:
HP: 16/16
MP: 9/17 [14 base]
Strength - 1
Agility - 3 [+1]
Dexterity - 3
Constitution - 3
Intelligence - 5
Spirituality - 3 [+1]
Power - 5 [+1]
Magical Finesse - 5
Items:
Rapier of Speed - +1 agi
Mage Robe of Magic - +1 pow
Enchanted Amulet - +1 spi
Water Skin [5/5]
Commoner's clothing
Spells:
Earth Hand - Earth L1, 6 MP - A large hand of soil appears from the ground. Carries 50 lbs. May be used to immobilize a target if cast on them [DC 10 dodge save]. May be used to help build something, adding +1 construction point. Concentration cost: -2 to caster's max mana, 85% success.
Earth Pillar - Earth L1, 6 MP - A pillar of dirt or stone erupts from the ground. Deals 4-11 damage. 85% success.
Minor Storm - Water L1, 6 MP - Increases or the density of clouds overhead and forces them to increase or decrease precipitation. 80% success.
Minor Water Divination - Water L1, 6 MP - Enter a trance state and 'listen' to flowing water, divining upstream. 85% success rate.
Enchant Minor Item - Enchantment L1, 14 MP - Bestow a minor, mostly-permanent enchantment on target item, or enchant an item with 12 MP worth of spells. 85% success.
Swiftness of Foot - Enchantment L1, 5 MP - The target gains +2 agi. Duration of 3 turns. 80% success.
Enchant Lesser Item - Enchantment L2, 36 MP - Bestow a lesser, mostly-permanent enchantment on target item, or enchant an item with 24 MP worth of spells. 85% success.
Mana Blast - Enchantment L2, 12 MP - Enchanted weapon is packed with an unstable amount of mana, and will release it on the next object struck by its blade, dealing 8-22 damage. 85% success.