((On natural resources:
There are (at present) two types: Mineral, and organic. Mineral resources are usually buried underground, but are occasionally found on the surface of an area during initial surveys. Each hex has unlimited mineral veins, but miners must prospect for more as each vein is depleted. Non-mountain hexes have a -1 to prospecting. Organic resources generally won't be found after the initial survey of a hex, but it's possible to find them elsewhere in the jungle. After discovering them, it's possible to plant seeds and farm them.))
Evergod's Company:
{20} - After ordering the farmers to begin farming, the quarriers to begin quarrying, and the miners to dig an exploratory mineshaft, Evergod, a few followers, and Saun head north in a hunting/survey expedition. They find a small herd of 6 deer like creatures that appear defenseless. They are sleeping, allowing the party to surround the deer without awakening them. {9} - They found no interesting plantlife in the area.
-4 Tools!!Warning: Farmers and food stores will leave 16 people hungry next turn!!Evergod:
+1 EXPWolfchild {None} - Follow Evergod's orders
Saun follows Evergod. He succeeds in not waking the deer.
+1 EXPErrol {6} - Try to create a shield spell.
Liz spends a few hours writing calculations down, (being careful to keep the important parts purely mental, of course. Stray spells are a Bad Thing.) then draws a line in the ash and attempts to raise a shield over it. A blue light flickers up after several minutes of intense concentration ... only to fall when a fly flying through the shield surprises her. {5} - The backlash causes a headache. That was all wrong. The shield was apparently incoporeal, and used too much mana. The spell will need a major revision if it is to be useful.
+1 EXP
+1 Wizardry EXP
-9 mana
-2 HPJiharo {8} - Kwinkle looks for more herbs.
Kwinkle continues looking through the jungle. He finds several interesting colonies of ants, but nothing useful.
+1 EXPKnight Otu's Order:
Nine farmers farm, while the rest, along with a newly summoned Phantom Worker, prepare enough land for five more farmers to work. Work continues on the town hall, but due to insufficient wood, work is inefficient. Rather then wasting time, the industrious carpenters take shifts guarding the granary while waiting for wood. {17} The herbilist, armed with new knowledge of healing herbs, finds and collects six more, and begins studying them. The soldiers form a hunting party, and find {5} nothing large enough to be worth hunting to the south.
2 farmers reach L21 woodcutter reaches L21 Carpenter reaches L2Herbalist reaches L2 herbalismArchitect reaches L2 architecture4 tools break6 healing herbs gainedKnight Otu:
+1 EXP
+2 ConjurationHailfire {7} - Find objects of interest
There is nothing here. Aren't jungles supposed to be full of interesting flora and fauna? What is with this place? Oh, hey, look, an experience point. Where'd that come from?
+1 EXPKilakan {5} - Find the first dungeon-class area
Kahn's attempts at finding danger are interrupted by a cute little bear cub. He kills it for the EXP. It wasn't worth much, and there now appears to be a particularly angry reddish bear charging at him. He briefly considers the implications of bears having enough to eat, while a hunting party could find nothing.
+1 EXPOchita {18} - Earth Pillar!
Ochita cancels inspect pillar: Interrupted by gold vein discovery.
+1 EXP
+3 Earth Magic
Small surface gold vein discovered
Small gold vein discovered+2 EXPFood = 2 [-49/turn]
Gold = 6 [-2/turn]
Poor Tools = 71
Time to next caravan: 4 turns
Unskilled Labourers
1 L1 Weaponsmith - 3/turn
1 L1 Armoursmith - 3/turn
15 Miners (15 L1) (1 L2) - 46/turn
10 Farmers (9 L1) (1 L2) - 31/turn
5 L1 Construction Workers - 3/turn
10 Quarry Workers (9 L1) (1 L2) - 31/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 = 31 [-20/turn]
Gold = 27 [-9/turn]
Time to next caravan: 4 turns
Stocks:
Poor Tools = 69
Healing Herbs = 6
Buildings:
14 fields
Granary - 18/18 HP [A1]. 200 Storage.
Town Hall - Incomplete, 27/27 HP
Summoned Beings:
1 Phantom worker - Work 2/turn
Uneducated citizens:
18 Farmers (14 L1) (4 L2) - Farming 57/turn
7 Woodcutters (5 L1) (2 L2) - Lumberjack 23/turn
10 Carpenters (8 L1) (2 L2) - Carpentry 32/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, 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 swordfighting, L1 archery, L1 tactics - (-10% damage taken by commanded units)
Resources discovered:
Small surface gold vein in tile 10 - 45 gold, +1 mining rate
Small gold vein in tile 10 - 30 gold
Name: Victor Van Vrikt
Position: Governor of
EXP: 0/10
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
EXP: 1/10
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
EXP: 3/10
Skills:
Magic Theorist 2
Archaeology 1
Scrying 1
Wizardry 1 [1/10]
Stats:
HP: 12/14
MP: 8/17
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.
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
EXP: 1/10
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.
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
EXP: 2/10
Skills:Oration 2 [+1] [2/20]
Conjuration 1 [+1] [2/20]
Trading 1 [+1]
Stats:HP: 16/16
Mana: 5/14 [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: 2/10
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 [1/5]
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.
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
EXP: 3/10
Skills:
Axe Fighter 2
Barbarian Rage 1 [+1]
Carpenter 1 [2/20 EXP]
Teacher 0 [1/5 EXP]
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
EXP: 2/10
Skills:
Enchantment (Long-term) 2
Earth Magic 1 [3/10]
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.