((I have decided that this will be more amusing if I hide some rolls, and hide some results that aren't immediately known [IE, the effects of a healing herb + poison herb potion would remain hidden unless tasted or used].
Here's the table used for determining mineral type:
1- copper
2- copper
3- iron
4- iron
5- iron
6- re-roll
7- tin
8- marble
9- silver
10- gold
A second roll determines vein size:
1-3: small
4-5: medium
6: large
Warning: Almost all of my metal knowledge comes from DF. This is the result:
Strength is as follows: Steel > Bronze > Iron > Copper > Wood
Copper + tin = 2x bronze
Iron + marble = steel
For making crafts to sell:
Copper/tin/iron = 1x value
Steel = 2x value
Silver/marble = 3x value
Gold = 5x value))
Evergod's Company:
{20, 15}, Luck - ? ? ? ? ?
{17 vs 19-2} - Victor sneaks up on the sleeping buck. His companions pyromanaical ways wake the deer up. It lets out an alarmed deer noise to wake its herd up and charges at Victor. {15 vs 4+2} - Victor is stunned by how fast it awoke and charged, and doesn't get out of the way in time. {1+4 vs 14+1} - The buck, suddenly distracted by the fire, stumbles and barely taps Victor. He takes the opportunity to chop at it, {4+2 vs 10-4} {13+6 vs 12} severing its spinal cord just before the skull. He quickly puts the poor thing out of its misery.
Hunting Battle:
Smith trio - 3x 1/1
Liutenant - 3/3
vs
Deer - 5x 1/1
{1 vs 3-2}
The deer wake up, notice the fire, and stand around in terror. The lieutenant nearly cries as the smiths loudly coordinate their actions.
{20 vs 17}
The lieutenant manages to get the smiths to be quiet and charge. They do so. The lieutenant kills one deer almost instantly, heavily wounds a second, and gets kicked by a third. The smiths each take a deer with their smithing hammers, getting badly wounded in the process of killing their targets.
{5 vs 20}
The lieutenant manages to kill the deer that's kicking him, then turns and finishes off the second deer.
Results:
Enemies not fighting to kill: Fallen not killed.
Smiths are heavily wounded. - They won't be doing anything for about seven turns, unless they receive medical attention. If they do not recover within ten turns, they'll die from their wounds.
Lieutenant is moderately wounded. - He should recover in two to five turns of rest, unless he receives medical attention. He is still capable of working, but heavy work may worsen his condition.
Deer butchered for 40 units of food.
Miners prospecting - {10, 5} - The miners find a medium gold vein, worth 60 gold
+80 foodSome citizens woundedEvergod:
+2 EXP
+2 FencingWolfchild {15} - Use Flame Wave to create a wall of fire to spook the deer, and prevent them from escaping.
Saun hastily attempts to create a Wall of Fire spell from his flame wave, but fails at modifying his spell significantly. It does form a ring, however, and since he's in a jungle, a ring of fire appears.
+2 EXP
+2 PyromancyErrol {??} - Try to get interesting objects from quarry workers
Liz asks the quarry-workers to give her anything particularly unusual they find, so that she may use it for the good of the city. They give her strange looks, then one shrugs and gives her a fist-sized black rock. They said that they looked for more, but found nothing. Upon touching it, Liz feels tired, sees nothing but black, and can almost hear whisperings, just out of earshot. An instant later her senses return to normal, and she feels as well-rested as she was before. A brief examination reveals that the rock absorbs light within a few millimeters of it, not just light that hits it
Black rock gained.Jiharo {20} - Find bird's nest for eggs.
Kwinkle climbs a few trees while wandering westwards, looting a few eggs from angry birds. He soon comes to the mountain, and, up on a ledge, he sees a huge nest with three eggs, each easily the size of a moderately small dog. He sees a path which could be used to reach the eggs with minimal difficulties.
+2 EXP+3 Jungle Survival+10 eggs (Two count as a meal. Yes, all ten are enough to feed one person performing heavy labor until a caravan arrives. Yes, I am well aware that this game completely falls apart if even a slight gust of wind strikes the rules.)
Knight Otu's Order:
{1}, Luck - Your city is being raided by six mammalian koboldsies! They wield weapons made from COPPER. They attack from the south, and {17} despite being natives, run into the soldiers as they are departing. Play [battle music] now.
Koboldises:
4x armed with copper spears - 2/2
2x armed with blowpipes and copper darts - 2/2 [Extra attack: Ranged]
Human army:
Militia Captain - 3/2 [Extra attack: Ranged] [Tactics: -10% damage taken by commanded troops]
5x L1 Swordsmen - 3/2
2x L1 Archers - 2/1 [Extra attack: Ranged]
{5 vs 10} - The kobolds are surprised by the humans, giving them a slight advantage.
Archers and dartkobolds pincushion front-line units. One swordsman goes down, along with two spearmen.
The swordsmen kill the remaining spearmen, and the dartkobolds flee the scene. Rapidly.
No doctors present: 33% chance of downed unit survival:
One swordsman has perished.
Two copper spears looted.
[/end battle music]
The herbalist begins tilling a field, but advises that healing herbs likely need a delicate hand to grow, and that mundane farmers are unlikely to be able to cultivate them. (No mass-producing healing potions to sell.)
Knight Otu: {7} - Look north-west
There is a jungle to the north-west. It has a river.[/b]
Hailfire {18} - Go to river with Knight Otu's character
With Ochita nowhere in sight to take a waterskin from, she travels with Chirlon to the river. While drinking from the river, she finds some interesting looking seaweed. What could it be?
+1 EXP
+1 Herbalism
2 Strange Seaweed foundKilakan {11 vs 7} - Kill bear
Thinking fast, Khan throws his knife {6+3 vs 5} at the bear's eyes. {9 vs 11+2} The knife strikes true, but the enraged bear doesn't appear to be affected by the knife sticking out of her left eye. She swipes at Khan, {20+2 vs 12+2} but he ducks with the "grace" of a seasoned barbarian huntsman, bringing his axe up {3+3 vs 4} and slicing at the bear's unprotected belly, {14+9 vs 18+2} grievously wounding his foe. The mighty bear attempts to continue the fight, {11} but is unable to avenge her murdered child. She dies.
{6} - The bear has no treasure on her, but there's a handy knife in her eye. Khan takes it and cleans it.
+4 EXP
+1 Knife Throwing
+1 Axe FighterOchita {12} - Earth Pillar!
Ochita brings the rest of the vein up to the surface, where miners will have an easier time collecting it. Casting a second spell is beyond his abilities at the moment, so he returns to town.
+1 EXP
+2 Earth Magic
Small gold vein moved to surface+2 EXPFood = 64 [-18/turn]
Gold = 4 [-2/turn]
Poor Tools = 70
Time to next caravan: 3 turns
Stocks:
21 stone
Buildings:
10 fields
Size 15 mine
Size 19 quarry
Unskilled Labourers
1 L1 Weaponsmith - 3/turn [Heavily Wounded] ~10 turns until death, ~7 turns until healed
1 L1 Armoursmith - 3/turn [Heavily Wounded] ~10 turns until death, ~7 turns until healed
15 Miners (13 L1) (2 L2) - 47/turn
10 Farmers (8 L1) (2 L2) - 32/turn
5 Construction Workers (4 L1) (1 L2) - 16/turn
10 Quarry Workers (8 L1) (2 L2) - 32/turn
Skilled Laborers
Metalsmith - +1 metal weapon making; +1 metal armor making; +1 overseer [Heavily Wounded] ~10 turns until death, ~7 turns until healed
Lieutenant [2g/turn] - 3att/3def (Iron Sword, Wooden shield, Leather Armor) [Moderately Wounded] ~2-5 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:
60 Gold vein in tile 1
Food = 27 [-4/turn]
Gold = 18 [-9/turn]
Time to next caravan: 3 turns
Stocks:
Poor Tools = 69
Healing Herbs = 6
Copper spears = 2
Wood = 2
Buildings:
16 fields
Granary - 18/18 HP [A1]. 200 Storage.
Town Hall - Incomplete, 40/40 HP
Summoned Beings:
1 Phantom worker - Work 2/turn
Uneducated citizens:
18 Farmers (12 L1) (6 L2) - Farming 59/turn
7 Woodcutters (5 L1) (2 L2) - Lumberjack 23/turn
10 Carpenters (7 L1) (3 L2) - Carpentry 33/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] - 3att/1def [Extra attack: Ranged] (Longbow 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 sword-fighting, L1 archery, L1 tactics - (-10% damage taken by commanded units)
Resources discovered:
Surface gold vein in tile 10 - 75 gold, +1 mining rate
Healing herbs
Kills:
4 kobolds
Name: Victor Van Vrikt
Position: Governor of
EXP: 2/10
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
Ruler: Evergod41
EXP: 3/10
Skills:
Pyromancy 2 [+1] [2/20]
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: 12/17
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 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: 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
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: 2/10
Skills:Oration 2 [+1] [2/20]
Conjuration 1 [+1] [2/20]
Trading 1 [+1]
Stats:HP: 16/16
Mana: 7/14 [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: 3/10
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 [2/5]
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.
2 Strange Seaweed
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: 7/10
Skills:
Axe Fighter 2
Barbarian Rage 1 [+1] [1/10]
Carpenter 1 [2/10]
Teacher 0 [1/5]
Knife thrower 0 [1/5]
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: 3/10
Skills:
Enchantment (Long-term) 2
Earth Magic 1 [5/10]
Water Magic 1
Stats:
HP: 16/16
MP: 7/17 [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.