After an uneventful trek, both caravans arrive at their destinations. Or so the caravan drivers claim, as they stop in the middle of jungle. They give maps of the initial scouting expedition to the leaders, unload a few crates filled with food and tools, and ask for any preferences for the next caravans. Workers crowd around each other, unable to do much of anything until the dense jungle foliage is cleared away.((It takes 5 worker/turns or one player turn to survey a hex for resources. Any workers may work in any of the hexes around the city. Expeditions may be sent elsewhere to bring back resources, if so desired.
Farmers will spend their first turns clearing fields, and bring in steady food after that.
Hunting may be useful: It brings in 0-3 food per laborer, +1 per soldier level.
PCs may either help set the camp up, explore the nearby area, or go looking for trouble further south.))
Food = 100
Gold = 10
Poor Tools = 75
Time to next caravan: 6 turns
Unskilled Labourers
1 L1 Weaponsmith - 3/turn
1 L1 Armoursmith - 3/turn
15 L1 Miners - 3/turn
10 L1 Farmers - 3/turn
5 L1 Construction Workers - 3/turn
10 L1 Quarry Workers - 3/turn
Skilled Labourers
Metalsmith - +1 metal weapon making; +1 metal armour making; +1 overseer
Lieutenan [2g/turn] - 3att/3def (Iron Sword, Wooden shield, Leather Armor)
- L1 swordsman, +1 shield user, +1 morale boost (+10% damage done by commanded units)
Mine Foreman - +1 ore mining; +1 quarry working; +1 overseer
Food = 100
Gold = 45
Poor Tools = 75
Time to next caravan: 6 turns
Uneducated citizens:
18 L1 farmers - Farming 3/turn
7 L1 woodcutters - Lumberjack 3/turn
10 L1 carpenters - Carpentry 3/turn
5 L1 swordsmen [5g/turn] - 3att/2def (Iron Swords, Leather Armor)
2 L1 archers [2g/turn] - 3att/1def [Extra attack: Ranged] (Longbows with wooden arrows, No Armor)
Educated citizens:
Architect - L1 overseer, L1 carpenter, L1 architecture
Herbalist - L1 herbalism, L1 doctor, L1 research
Militia captain [2g/turn] - 3att/2def [Extra Attack: Ranged] (Iron Sword, Longbow with Wooden Arrows, Leather Armor)
- L1 swordfighting, L1 archery, L1 tactics - (-10% damage taken by commanded units)
Name: Victor Van Vrikt
Position: Governor of
Skills:Blacksmith 2 [base1]
Weapons Instructor 1
Supervisor 2
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
Ruler: Evergod41
Skills:
Pyromancy 2 [+1]
Aeromancy 1 [+1]
Mechanics 1 [+1]
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 'Liz' Voile
Ruler: Evergod41
Skills:
Magic Theorist 2
Archaeology 1
Scrying 1
Stats:
HP: 14/14
MP: 17/17
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.
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 the Toymaker.
Ruler: Evergod41
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.
Stats:
HP: 18/18
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
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
Skills:Oration 2 [+1]
Conjuration 1 [+1]
Trading 1 [+1]
Stats:HP: 16/16
Mana: 17/17
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: Unnamed
Ruler: Knight Otu
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.
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)
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 herbs - Restores 3-5 HP per round per 3 rounds.
Minor Poison - Alchemy L1, Water, 3 poison herbs - 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
Skills:
Axe Fighter 2
Barbarian Rage 1 [+1]
Carpenter 1
Stats:
HP: 24/24 [22 base]
Rage: 0/11
Strength - 6 [+1]
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 Strength
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]
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
Skills:
Enchantment (Long-term) 2
Earth Magic 1
Water Magic 1
Stats:
HP: 16/16
MP: 17/17 [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.