((If you run out of money for your military, they'll idle until their back wages are paid, at which point they'll return to work. They have a small chance of helping out in case of an attack, depending on how loyal they feel, but will likely hide and only defend themselves if necessary. Diplomacy is possible, but they may just feel that you don't value them enough ("Sorry guys, I spent all your wages hiring a wizard"), and demand a raise. They might or might not go back to work after you promise them a raise.
New rule: You're in a jungle. It should be full of dangerous life, just waiting to kill you. If you search for something to fight, you'll find something to fight. Higher rolls will likely cause an encounter you were looking for. Lower rolls will likely be either worthlessly weak, or ... not something you should be trying to fight alone, depending on what you search for.))
They sell:
5 (4 for Knight Otu) porters - 10 gold each
Food - 3/1 gold
Poor tools - 1 gold each
20 Iron ingots - 4 gold each
Request low-skilled (L1) laborers - 15 gold each. May be paid now or when the laborers arrive with the next caravan, but not having the money for them carries a penalty.
They buy:
Finished goods
Flarefire opals - 20 gold each
Healing herbs - 1 gold each
Evergod's Company:
{12}, Luck - Nothing special happens.
The merchant caravan has arrived. With no proper lodgings, the caravan of 13 will consume 13 food per turn, and pay 13 gold per turn. They depart at the end of next turn. There are five porters who may be willing to join the settlement. They'll cost ten gold each, to bribe them and to pay off the merchants.
Merchants!Lieutenant and two miners fully recoveredEvergod {15} - Help build hospital
Victor builds five sections of the hospital, putting his workers to shame. Every few minutes, he screams expletives at Pyro.
+2 EXP
+2 MasonryWolfchild {10/13-
2} - Create a Healing Wind spell
, and use it Unable - No mana
Pyro spends time devising a healing spell. The constant expletives over his minor miscalculation don't help, nor does Mage staring at him disconcertingly, but he thinks he's going in the right direction, and tells her what he's planning. She yells that
that particular method would likely just painfully rip his scales away, and gives him input on a better method.
Partial Aeroheal spell - Unusable, +2 to rolls to finish it. (This negates the penalty to not having related spells.)
+1 EXP
+1 AeromancyErrol {13} - Help Pyro to cause magical collateral damage
Success! The suicidal dragonkin would likely have killed himself with the spell he had been planning, but Liz quickly corrected him using her superior magical knowledge.
+1 EXP
+1 Magical TheoristJiharo {14} - Become a nurse!
The Clockateer spends time taking care of the patients in the hospital, preventing their conditions from worsening due to neglect.
+1 EXP
+2 NursingKnight Otu's Order:
{4}, Luck - One of the porters traveling with the merchants sprained his wrist on the journey, and decides to pay the merchants off out of his own wallet and settle down in Goldhaven. He will be fine after a bit of rest.
The merchant caravan has arrived. With no proper lodgings, the caravan of 12 will consume 12 food per turn, and pay 12 gold per turn. They depart at the end of next turn. There are four more porters who may be willing to join the settlement. They'll cost ten gold each, to bribe them and to pay off the merchants.
The carpenters build enough housing for two people, and complain about the woodcutters being too slow.
Knight Otu: {9 -
2} - Create a fireball spell
Chirlon starts working on a combat-oriented spell in case of emergencies, but gets interrupted by the arrival of the merchants.
Partial Fireball spell - Unusable, +2 to rolls to finish it. (This negates the penalty to not having related spells.)
+1 EXP
+1 ConjurationHailfire {17} - Collect more seaweed
She finds an area with abundant seaweed slightly downstream of where she was before, and collects several pieces.
+1 EXP
+3 Herbalism. Herbalism level up!
+9 Toxic SeaweedKilakan {16} - Look for a bear, wolf, or horse to tame
Khan begins exploring in the southern jungles. Being a barbarian, he looks for jungle-horses, so that he may kill more enemies then he otherwise would be able to. Being in a jungle, he doesn't find a horse, but he does find a horse-sized beast, sleeping alone. He tames it, but misses out on the EXP and loot he would have gotten from killing it.
+1 EXP
+2 Beast MasteryOchita {2} - Return to town
Since returning to town from the mountain was a free action, Ochita does so without incident. This is probably for the best.
Food = 17 [-13-13/turn] [49 pop] [13 guests]
Gold Coins = 56 [-2+13/turn] [+46/tax]
Poor Tools = 60
Time until caravan departure: End of Next Turn
Time to taxes: 4 turns Current rate: 1g/uneducated civilian. 2g/educated civilian
Resources:
82 stone
60 gold
60 iron
Buildings:
10 fields
Size 15 mine
Size 22 quarry
Lean-to hospital - 6/6 patients, cramped. 24/24 HP
Partially built hospital - 1/4 patients.
Unskilled Labourers
1 L1 Weaponsmith - 3/turn [Moderately Wounded] ~10 turns until death, ~4 turns until healed
1 L1 Armoursmith - 3/turn [Heavily Wounded] ~7 turns until death, ~4 turns until healed
15 Miners (8 L1) (6 L2) (1 L3) - 53/turn [68 with foreman] [2 lightly wounded ~1 turns until healed] [57 with wounded and foreman]
10 Farmers (3 L1) (7 L2) - 37/turn
5 Construction Workers (4 L1) (1 L2) - 16/turn
10 Quarry Workers (4 L1) (6 L2) - 36/turn
Skilled Laborers
Metalsmith - +1 metal weapon making; +1 metal armor making; +1 overseer [Heavily Wounded] ~7 turns until death, ~4 turns until healed
Lieutenant [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
Resources discovered:
Leaves of unknown toxicity in tile 1
Food = 90 [+18-12/turn] [48 pop] [12 guests]
Gold Coins = 51 [-9+12/turn] [+39/tax]
Time until caravan departure: End of Next Turn
Time to taxes: 4 turns Current rate: 1g/uneducated civilian. 2g/educated civilian
Stocks:
Poor Tools = 60
Healing Herbs = 12
Copper spears = 2
Gold = 34
Buildings:
19 fields (18 food, 1 healing herbs)
Granary - 18/18 HP [A1]. 200 Storage.
Town Hall - 89/89 HP [A1]. 46/49 population, Very Cramped.
Warehouse - 28/28 HP [A1]. 450 storage.
Apartment - Incomplete. 2/2 population.
Summoned Beings:
1 Phantom worker - Work 2/turn
Uneducated citizens:
18 Farmers (6 L1) (11 L2) (1 L3) - Farming 66/turn
7 Woodcutters (3 L1) (4 L2) - Lumberjack 25/turn
7 Carpenters (1 L1) (6 L2) - Carpentry 27/turn
3 Miners (3 L1) - Mining 9/turn
1 Porter - Light injury, recovers next turn
4 swordsmen (3 L1) (1 L2) [5g/turn] - (3x 3att/2def) (1x 3att/3def) (Iron Swords, Leather Armor)
1 L1 archers (1 L1) (1 L2) [1g/turn] - (1 x 3att/1def) (1 x 4att/1def) [Extra attack: Ranged] (Longbow with wooden arrows, No Armor)
Educated citizens:
Architect - L3 overseer, L1 carpenter, L2 architecture
Herbalist - L3 herbalism, L1 doctor, L1 research
Militia captain [2g/turn] - 3att/3def [Extra Attack: Ranged] (Iron Sword, Longbow with Wooden Arrows, Leather Armor)
- L2 sword-fighting, L1 archery, L1 tactics - (-10% damage taken by commanded units)
Resources discovered:
Surface gold vein in tile 10 - 40 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: 5/10
Skills:Blacksmith 2 [base1]
Weapons Instructor 1
Supervisor 2
Fencer 0 - [2/5]
Mason 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
Flareflow opal - ?
Name: Saun 'Pyro'
Ruler: Evergod41
EXP: 6/10
Skills:
Pyromancy 2 [+1] [2/20]
Aeromancy 1 [1/10] [+1]
Mechanics 1 [+1]
Prospecting 0 [2/5]
Wounds:
No left arm
Feet: Badly burned
Back: Burned
Legs: Burned
Arms: Burned
Stats:
HP: 4/18
MP: 2/17
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
Flareflow opal - ?
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.
Partial Aeroheal - Incomplete, +2 to finishing it
Name: Eliza 'Mage' Voile
Ruler: Evergod41
EXP: 5/10
Skills:
Magic Theorist 2 [1/20]
Archaeology 1
Scrying 1 [1/10]
Wizardry 1 [1/10]
Stats:
HP: 14/14
MP: 14/17
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.
Flareflow opal - ?
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: 4/10
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]
Nursing 0 - [2/5]
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
Flareflow opal - ?
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: 5/10
Skills:
Oration 2 [+1] [4/20]
Conjuration 1 [+1] [4/10]
Trading 1 [+1]
Stats:
HP: 16/16
Mana: 13/14 [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.
Partial Fireball spell - Unusable, +2 to rolls to finish it. (This negates the penalty to not having related spells.)
Name: 404: name not found
Ruler: Knight Otu
EXP: 8/10
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 1 [2/10]
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.
10 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: 1/15
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]
Beast Mastery 0 [2/5]
Stats:
HP: 24/24 [22 base]
Rage: 0/11
Strength - 7
Agility - 3
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.
Minions:
Horse-sized beast
Healthy.
Probably.
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: 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.
Kobold Village
Estimated 100 population
No friendly contact
Western flank vulnerable