Post by Baron Belial on Aug 1, 2014 18:46:44 GMT -6
The Opal Militia
Leader: Jackson Wheaton [Paul]
Action Points: 0
Company Coffers: -
Company Supplies: 100 Supplies
Territory: The Prancing Pony
Defense: 3
---Sentry Tower
Morale: 13 (Abysmal)
Public Opinion: -8 (Uneasy)
Order: -14 [Unrest]
Territory: Territory reflects the areas actively occupied, protected, and influenced by The Opal Militia. A higher territory will result in higher recruitment results yet will be innately harder to defend and maintain order within. Territory can only be acquired through party influence.
Defense: Defense reflects the current level of fortification around the militia encampment and the security around the three bridges that spans The Gold River. A high defense value reflects a more durable level of fortification and bulwark, and will aid in not only the militia's general defense but also the party's skirmishes against the undead and other threats. Defense can be increased through the construction of Fortifications and more.
Morale: Morale reflects the current level of morale and support The Opal Militia holds in its leadership and command. A high morale value can inspire soldiers to bravely fulfilling their duties while a low morale can result in desertion, disobedience, and theft. Morale can be increased through the construction of specific buildings, quests, party influence, and more.
Public Opinion: Public Opinion reflects the current level of support and general opinion the city of Opal offers The Opal Militia. A high public opinion can lead to greater recruitment results, the higher rate of appearance from talented individuals, and more. Likewise, a negative public opinion can lead to lesser recruitment results, raids, and even riots. Public Opinion can be influenced through the construction of specific buildings, party influence, and more.
Order: Order reflects the semblance of law instilled within the area, a high order reflects a state of relative peace while low order reflects looting, robbery, murder, and blatant undead actively. Order can be increased through Patrol Actions, Party Influence, and more.
Recruited Heroes:
Father Stormhill: A foreigner to Opal, Father Stormhill was serving at the Basilica of A Thousand Cloths when The Red Flux struck the city of Opal. Now, with the city seized by terror and the lingering doom of the siege and plague, Father Stormhill has sworn himself to Opal's cause and seeks to purge the city of the plague.
Local Figures:
(7) Swordmaster Tyrion: An Opal native, Tyrion is a self proclaimed Azuri Swordmaster and supposedly a former sworn sword of House Ios. Known for being as skilled at the lute as he is arrogant, Tyrion has become an unwelcome addition to the bar amongst most of the men but popular amongst the women. * Demands 200 Gold Pieces to join, or 25 Gold Pieces per day.
(5) Vaike: A tenacious brawler from The Fjord, Vaike is a traveling sell-sword who was in service of a trading caravan. A follower of humanity's Old Gods, Vaike has proclaimed the plague divine punishment yet believes the plague a grand opportunity to profit. Known for wielding his signature axe, an oversized monstrosity capable of chopping through horses, Vaike has proven himself as a formidable assist to any who would hire him.
* Requires 15 Gold Pieces per day.
(3) Huster "Thumpin" Jack: An Orcish sailor, "Thumpin" arrived to Opal on a Tyroshian slave ship and was left behind in the impending chaos of The Red Flux. Alienated by the siege outside and his muddled origins, "Thumpin" has taken refuge at The Prancing Stallion and has become a notable staple of the bar for his robust strength and bawdy humor.
* Recruitment will lower Public Opinion.
(3) Sully: Known as Stahl's older brother, Sully is an Elf of muscular build and boyish appearance noted for her fiery demeanor and aggressive personality. Hailing from unknown origins, Sully and her sister are defined by their apparent wealth, opulent dress, formal education, and skill at mounted combat. Equipped in fine armor and well crafted weapons, Sully wears lighter armor than her brother and favors swords.
* Will only join if Stahl is recruited.
(3) Stahl: Known as Sully's younger brother, Stahl is an Elf of average build and appearance noted for his mild demeanor and insatiable hunger. Hailing from unknown origins, Stahl and his sister are defined by their apparent wealth, opulent dress, and skill at mounted combat. Equipped in fine armor and using well crafted weapons, Stahl favors the use of heavier armor and a shield, alongside his typical spear.
* Will only join if Sully is recruited.
(3) Van'Zo the Merchant: A native of the Narrow Strait, the overweight Halfling Van'Zo is known by reputation as a traveling merchant. Normally offering his wares between Opal and the northern city-states, Van'Zo was in Opal when the The Red Flux struck the city. During an attack on their inn, Van'Zo lost track of his two sons. Since then, Van'Zo has been zealously hunting for them and begs all adventurers to aid him.
* Will only join The Militia if they assist him in finding his two sons.
Soldiers: [20]
Experience: 0 XP
Equipment: Clubs
1x Caliph Guardsman: These guards have been hand selected and brought into the personal service of the The Caliphate. Sworn to protect them, these hardened soldiers are skilled at not only the sword but also crossbows.
Experience: 25 XP
Equipment: Chain Mail, Longsword, Heavy Wooden Shield
Recruited Specialists:
Boulevard: The former assistant of The Caliph of Good Peace, Boulevard is a pudgy, balding, spectacle clad Gnome known for his bookish personality and excellence for bureaucracy. Left behind in the wake of the attack on the The Prancing Stallion due to an outbreak of red welts, Boulevard has became an invaluable asset to The Militia with his talent for organization and ledger-keeping.
* +1 Action Point, +1 Order/Daily. Cannot take actions.
* +1 Action Point, +1 Order/Daily. Cannot take actions.
Known Specialists:
(3) Doctor 'Hack' Anchello: Doctor Anchello has long served as a local favorite of The Warren's Wharf District as a doctor known for his cheap procedures and even sketchier cures. Called a hack by most of his competitors, and most if not all respectable customers, Doctor 'Hack' has served as a somewhat reliable and ill trusted source of medical knowledge and procedures for The Warren's for the last few years since he set up his ramshackle clinic. Anchello is pleasant in appearance, with long black hair and narrow hazel eyes. He wears plain clothing and a yellow cloak. Anchello speaks with a loud voice.
(3) Vaiz: This drunken lout of a foul mouthed, broken nosed, and deceptively strong Goblin has served as a smith in the wharf's Merchant District for nearly a decade. Known for his practical but ugly work, Vaiz was incapable of true success or sponsorship but remained a favorite amongst fishermen and merchants needing a quick and decent repair. Now, in the wake of The Red Flux, Vaiz remains one of the few smiths in the area and perhaps its best.
* Requires Small Forge for recruitment. Alternatively, pay 250 Gold to acquire both Vaiz and Small Forge [Building.]
Buildings
(3) Doctor 'Hack' Anchello: Doctor Anchello has long served as a local favorite of The Warren's Wharf District as a doctor known for his cheap procedures and even sketchier cures. Called a hack by most of his competitors, and most if not all respectable customers, Doctor 'Hack' has served as a somewhat reliable and ill trusted source of medical knowledge and procedures for The Warren's for the last few years since he set up his ramshackle clinic. Anchello is pleasant in appearance, with long black hair and narrow hazel eyes. He wears plain clothing and a yellow cloak. Anchello speaks with a loud voice.
(3) Vaiz: This drunken lout of a foul mouthed, broken nosed, and deceptively strong Goblin has served as a smith in the wharf's Merchant District for nearly a decade. Known for his practical but ugly work, Vaiz was incapable of true success or sponsorship but remained a favorite amongst fishermen and merchants needing a quick and decent repair. Now, in the wake of The Red Flux, Vaiz remains one of the few smiths in the area and perhaps its best.
* Requires Small Forge for recruitment. Alternatively, pay 250 Gold to acquire both Vaiz and Small Forge [Building.]
Buildings
The Prancing Pony: Located near the heart of the Merchant District of Opal's wharf, The Prancing Pony is a well renowned establishment that has become a focal point of the Merchant District's culture. Established over a hundred and forty years ago, The Prancing Pony is a three story tavern once known for its hardy dishes and warm and clean rooms.
* Houses up to 76 People. Generates 15 Gold/Daily, 25 Supplies/Daily, 2 Morale/Daily. 5% Chance for Heroes or Specialists to arrive.
Larder: The basic in food storage, the larder will allow supplies and food-stocks to last longer and stay preserved.
* Houses up to 76 People. Generates 15 Gold/Daily, 25 Supplies/Daily, 2 Morale/Daily. 5% Chance for Heroes or Specialists to arrive.
Larder: The basic in food storage, the larder will allow supplies and food-stocks to last longer and stay preserved.
* Costs 75 Gold. Generates 10 Supplies/Daily. 1 Day.
Sentry Post: A small perch, the sentry post allows an elevated position for sentries to stand guard at and watch over the encampment.
* +3 Defense, small chance to detect movement near the camp.
Sentry Post: A small perch, the sentry post allows an elevated position for sentries to stand guard at and watch over the encampment.
* +3 Defense, small chance to detect movement near the camp.
Unconstructed Buildings:
Granary: The next step in food storage, the granary is a vast improvement over the larder. Capable of storing massive amounts of wheat, barley, and other bale crops, the granary keeps these food-stocks dry and vastly expand their lifespan.
* Costs 150 Gold. Generates 25 Supplies/Daily. Requires Larder to Build. 3 Days.
* Costs 150 Gold. Generates 25 Supplies/Daily. Requires Larder to Build. 3 Days.
Mustering Field: A crude training ground built near the center of camp, allowing new volunteers to be recruited and existing recruits formally trained.
* Costs 125 Gold. Unlocks Recruitment and Train Actions. 1 Day.
Palisade: The most rudimentary defense, these fire-hardened stakes form a crude ring around The Militia encampment.
* Costs 100 Gold. +5 Defense. 2 Days.
Small Forge: The sheer basics in metallurgy, a small forge is capable of producing basic supplies and mundane arms and equipment.
* Costs 150 Gold. Unlocks Produce Action. 3 Days.
Trade Post: This basic trade post allows the encampment to trade for supplies with other residents and generate a small amount of gold per day. This will also give the militia access to basic trade supplies.
* Costs 200 Gold. Unlocks Trade Action. 2 Days.
Actions:
* Costs 125 Gold. Unlocks Recruitment and Train Actions. 1 Day.
Palisade: The most rudimentary defense, these fire-hardened stakes form a crude ring around The Militia encampment.
* Costs 100 Gold. +5 Defense. 2 Days.
Small Forge: The sheer basics in metallurgy, a small forge is capable of producing basic supplies and mundane arms and equipment.
* Costs 150 Gold. Unlocks Produce Action. 3 Days.
Trade Post: This basic trade post allows the encampment to trade for supplies with other residents and generate a small amount of gold per day. This will also give the militia access to basic trade supplies.
* Costs 200 Gold. Unlocks Trade Action. 2 Days.
Actions:
Each of the actions below list an Action Point value alongside the name of the action in annotation. When assigning actions, be sure to refer to not only the Action Point Cost but also any additional costs assigned to a specific action as all requisite costs and requirements must be met at the beginning of the turn. Every Character and Specialist can be assigned one action per day, but multiple Characters or Specialists can be assigned to a single task. However, certain actions can only be undertaken by specific Specialists. These actions will list the Specialist or Feat, Skill, or other requirement required for a character to undertake it. Additionally, some actions will list a secondary value named Days. Actions with this value must be taken consecutively for a number of turns equal to the Day value.
(2) Build: Begin construction of a Building. Build must be taken for every subsequent day of construction. All requirements must be met to begin construction.
(2) Gather Supplies: Gather various supplies and food-stocks from the city.
(2) Gather Rumors: Gather various rumors within controlled territories for potential leads. Random chance for success.
(3) Patrol: Militiamen patrol the area in an attempt to raise Order within their controlled territory. Random chance for an additional event.
(2) Scout: Militia scouts patrol neighboring territories and gather information on the current events. Random chance for success.
(2) Scour Talent: Look for talented individuals within the area. Random chance to discover new Heroes and Specialists, small chance for automatic recruitment.
(X) Hire: Spend X AP to recruit a known Character or Specialist. All requirements must be met.
Leadership Benefits:
These will only be available at the start of the game. Benefits will not be received until Session Two.
(3) Patrol: Militiamen patrol the area in an attempt to raise Order within their controlled territory. Random chance for an additional event.
(2) Scout: Militia scouts patrol neighboring territories and gather information on the current events. Random chance for success.
(2) Scour Talent: Look for talented individuals within the area. Random chance to discover new Heroes and Specialists, small chance for automatic recruitment.
(X) Hire: Spend X AP to recruit a known Character or Specialist. All requirements must be met.
Leadership Benefits:
These will only be available at the start of the game. Benefits will not be received until Session Two.
(5) Armory: Acquire a random magical item, this will be assigned to The Opal Militia leader but can be given to any character.
(3) Cohort: Acquire a random cohort, this cohort will be loyal to The Opal Militia leader.
(4) Contact: Acquire knowledge of a random specialist, and a predetermined bonus based on who they are.
(2) Funding: The Opal Militia begins with a random amount of additional gold.
(7) Improved Cohort: Acquire a random cohort, this cohort will be inherently stronger.
(3) Lead: Acquire a random lead on the disease. This has a chance to be fault.
(2) Personal Wealth: Each player will acquire a random amount of additional gold, or a single player will gain a larger amount of random gold.
(2) Supplies: The Opal Militia begins with a random amount of additional supplies.
(3) Cohort: Acquire a random cohort, this cohort will be loyal to The Opal Militia leader.
(4) Contact: Acquire knowledge of a random specialist, and a predetermined bonus based on who they are.
(2) Funding: The Opal Militia begins with a random amount of additional gold.
(7) Improved Cohort: Acquire a random cohort, this cohort will be inherently stronger.
(3) Lead: Acquire a random lead on the disease. This has a chance to be fault.
(2) Personal Wealth: Each player will acquire a random amount of additional gold, or a single player will gain a larger amount of random gold.
(2) Supplies: The Opal Militia begins with a random amount of additional supplies.