((On leveling up, two stat points are gained. By spending these, stats may be improved. HP/MP/Rage are valid, as are str/con/int/etc. It is also possible to learn a new ability, or improve on an old one - These will start out weak, and slowly improve as more points are invested. Ask for more info if desired, but don't expect a single point ability to do much.))
Evergod's Company:
{11}, Luck - Nothing special happens
The masons begin work on a hopital. When complete, up to 11 patients will be able to fit comfortably, if sheets are available to offer them additional privacy. Alternatively, up to 33 people may be crammed into the structure.
Taxes!Four miners mildly injured in an accidentEvergod: Build a forge
{1} - After narrowly avoiding a crushed pelvis through superior stats, Victor decides to rest. Building forges alone is dangerous, and Mage is too busy complaining to help.
Wolfchild {1} - Melt iron vein with magic
Pyro, enraged at the injustice in the universe, lays a hand on the iron vein and pours a blaze of firey magic into it. It begins to melt, as expected,
{2} incinerating his hand. He quickly recoils, flailing about as molten iron on the ground forces him to lose his footing. Fortunately for him, the iron on the ground is slightly cooler, and four other miners are nearby. They get injured helping him out of the pool of liquid iron.
He awakens in a partially built hospital room. Nobody is there to ease his suffering. Being a PC, he doesn't much care about the lack of doctors, but is annoyed at his missing arm.
Left arm: Gone
Feet: Badly burned
Back: Burned
Legs: Burned
Arms: Burned
MP set to 0
-16 HPErrol {NA} - Rest and nag about house
After resting, Mage is rushed out of the hospital to make way for some wounded miners. She begins following Victor around, telling him how disgraceful it is that he still hasn't built her a house.
Jiharo {5} - Rest; Jerome guards
The Clockateer rests while on 'guard duty,' with Jerome watching out for anything. He awakens fully refreshed at the end of his shift. Somebody, noticing that he's awake, lets him know that he snores. Loudly.
Knight Otu's Order:
{20}, Luck -
The military, unwilling to travel with an adventurer without being directly ordered to do so, stays behind to patrol and train.
The herbalist has finally begun producing healing herbs.
Settlement named GoldhavenTaxesKnight Otu: {8} - Scout north
Chirlon finds lots of bugs to the north. Most notably, there are several mounds of particularly large ants, each one about three to four times the size of a normal ant. He wisely decides to avoid them.
+1 EXPHailfire {11} - Aid Kilakan
She follows Khan, occasionally helping him to find the trail again.
+2 Tracking
+2 Scouting
+1 EXPKilakan {10} - Track kobolds
Khan heads southwards, annoying not-bunny in tow. She occasionally annoyingly points out tracks that he was just about to see. The two of them eventually discover a village of primative kobolds. {7} - There must be hundreds of them! After walking around the entire perimeter, {20 vs 8} they return home undetected.
Bunny compiles a verbal report on the kobold defenses:
The village has no artifical walls, but is surrounded on all sides by thick jungle. There is a river to the north and east, which would be difficult to ford during an attack, were anyone inclined to attack them. She suggests attacking from the west - Although boats would be needed for this, their farms were towards the ocean, and there were less guards posted. She estimated 100 kobolds total in the village.
+2 Tracking
+1 EXP
+1 Scouting
Level up!! Two stat points are available.Ochita {1} - Summon Hand
Ochita gets distracted while creating a stone hand, and the spell fizzles. The taxes are probably to blame here, even though he doesn't pay any.
Food = 37 [-15/turn] [49 pop] [0 guests]
Gold Coins = 44 [-2/turn] [+46/tax]
Poor Tools = 61
Time to next caravan: Next Turn
Time to taxes: 5 turns Current rate: 1g/uneducated civilian. 2g/educated civilian
Resources:
68 stone
60 gold
20 iron
4 flareflow opals
Buildings:
10 fields
Size 15 mine
Size 22 quarry
Lean-to hospital - 6/6 patients, cramped. 24/24 HP
Partially built hospital - 3/3 patients
Unskilled Labourers
1 L1 Weaponsmith - 3/turn [Heavily Wounded] ~8 turns until death, ~5 turns until healed
1 L1 Armoursmith - 3/turn [Heavily Wounded] ~8 turns until death, ~5 turns until healed
15 Miners (10 L1) (5 L2) - 50/turn [65 with foreman] [4 lightly wounded ~2 turns until healed] [51 with wounded and foreman]
10 Farmers (5 L1) (5 L2) - 35/turn
5 Construction Workers (4 L1) (1 L2) - 16/turn
10 Quarry Workers (5 L1) (5 L2) - 35/turn
Skilled Laborers
Metalsmith - +1 metal weapon making; +1 metal armor making; +1 overseer [Heavily Wounded] ~8 turns until death, ~5 turns until healed
Lieutenant [2g/turn] - 3att/3def (Iron Sword, Wooden shield, Leather Armor) [Moderately Wounded] ~0-3 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:
40 Iron vein in tile 1, melted on floor (+1 to mining)
Leaves of unknown toxicity in tile 1
Food = 87 [+15/turn] [48 pop] [0 guests]
Gold Coins = 48 [-9/turn] [+39/tax]
Time to next caravan: Next turn
Time to taxes: 5 turns Current rate: 1g/uneducated civilian. 2g/educated civilian
Stocks:
Poor Tools = 62
Healing Herbs = 6
Copper spears = 2
Wood = 1
Gold = 21
Healing Herbs = 3
Buildings:
19 fields (18 food, 1 healing herbs)
Granary - 18/18 HP [A1]. 200 Storage.
Town Hall - 89/89 HP [A1]. 48/49 population, Very Cramped.
Warehouse - 28/28 HP [A1]. 450 storage.
Summoned Beings:
1 Phantom worker - Work 2/turn
Uneducated citizens:
18 Farmers (8 L1) (10 L2) - Farming 63/turn
7 Woodcutters (4 L1) (3 L2) - Lumberjack 24/turn
7 Carpenters (2 L1) (5 L2) - Carpentry 26/turn
3 Miners (1 L0) (2 L1) - Mining 8/turn
4 swordsmen (3 L1) (1 L2) [5g/turn] - (3x 3att/2def) (1x 3att/3def) (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 - L3 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 - 54 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]
Wounds:
No left arm
Feet: Badly burned
Back: Burned
Legs: Burned
Arms: Burned
Stats:
HP: 2/18
MP: 0/17
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: 14/14
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 '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: 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
10/12 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 Goldhaven
EXP: 3/10
Skills:
Oration 2 [+1] [4/20]
Conjuration 1 [+1] [2/20]
Trading 1 [+1]
Stats:
HP: 16/16
Mana: 11/14 [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: 7/10
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]
Tracking 0 [2/5]
Scouting 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.
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: 0/15
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]
Tracking 0 [2/5]
Scouting 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: 5/17 [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.
Kobold Village
Estimated 100 population
No friendly contact
Western flank vulnerable