Chapter 9: The Great Chasm: Difference between revisions

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|4d10 x 100 sc in ancient goods.
|4d10 x 100 sc in ancient goods.
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<nowiki>*</nowiki>Goods can be turned over to an interested university or government for Academic or Aristocratic [[Goodwill]], at an exchange of +1 per 250sc in value, up to +5 Maximum.
<nowiki>*</nowiki>Goods can be turned over to an interested university or government for Academic or Aristocratic [[Goodwill]], at an exchange of +1 per 250 sc in value, up to +5 Maximum.


==== '''INT/LUC Roll of 23''' ====
==== '''INT/LUC Roll of 23''' ====
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'''Redcliff Lifts and Mines'''. Along the western canyon walls lies [[the Bridgemoor Mines]] and the great lifts. While the citizens here live on the surface, in Nalatown, the mines are well fortified by Bridge [[Knight]] garrisons, and the lifts are a common entrance into the chasm. One can easily reach the floor of the chasm from the mines.
'''Redcliff Lifts and Mines'''. Along the western canyon walls lies [[the Bridgemoor Mines]] and the great lifts. While the citizens here live on the surface, in Nalatown, the mines are well fortified by Bridge [[Knight]] garrisons, and the lifts are a common entrance into the chasm. One can easily reach the floor of the chasm from the mines.


'''Periki Post.''' A small, fortified compound north of the burrows, the Periki Post is a common respite for those looking for rest and safety within the chasm. The post only houses a few hundred folk, but is a walled hamlet on the eastern side of the river. Adventurers can pay for shelter at the local hostel (only 5sc a night) and are safe from the monsters outside. The Post is protected by two-dozen or so warriors, divided between '''Rangers''' and '''[[Trollkin]] Bridgeguards ''' (''CC,'' chapter 4, ''“NPCs”''), though the guards can be any humanoid. They may also hire a ferry to take them across the river, or to ferry them past the burrows via the Periki River, for a total of 50sc for either trip.
'''Periki Post.''' A small, fortified compound north of the burrows, the Periki Post is a common respite for those looking for rest and safety within the chasm. The post only houses a few hundred folk, but is a walled hamlet on the eastern side of the river. Adventurers can pay for shelter at the local hostel (only 5 sc a night) and are safe from the monsters outside. The Post is protected by two-dozen or so warriors, divided between '''Rangers''' and '''[[Trollkin]] Bridgeguards ''' (''CC,'' chapter 4, ''“NPCs”''), though the guards can be any humanoid. They may also hire a ferry to take them across the river, or to ferry them past the burrows via the Periki River, for a total of 50 sc for either trip.


Periki Post is run by Yilifis, a contemplative [[Satyr]] with a kind heart who has the stats of a '''Forest [[Witch]]''' (''CC'', chapter 4, “NPCs”). Periki encourages adventurers to explore the chasm and delve its mysteries. She also is always looking for aid for the post, and is willing to assist adventurers in exchange for goods, services, and donations. If an adventurer gains +5 Periki Post Goodwill, Yilifis will teach, and materials for, the first rank of the [[Pioneer]] profession, then can increase that rank by 1 per +10 they earn after that, up to a maximum rank of 3.
Periki Post is run by Yilifis, a contemplative [[Satyr]] with a kind heart who has the stats of a '''Forest [[Witch]]''' (''CC'', chapter 4, “NPCs”). Periki encourages adventurers to explore the chasm and delve its mysteries. She also is always looking for aid for the post, and is willing to assist adventurers in exchange for goods, services, and donations. If an adventurer gains +5 Periki Post Goodwill, Yilifis will teach, and materials for, the first rank of the [[Pioneer]] profession, then can increase that rank by 1 per +10 they earn after that, up to a maximum rank of 3.
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|<nowiki>+1</nowiki>
|<nowiki>+1</nowiki>
|Donating 500sc worth of medicine, meals, or arms.
|Donating 500 sc worth of medicine, meals, or arms.
|-
|-
|<nowiki>+2</nowiki>
|<nowiki>+2</nowiki>
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If the adventurers have at least +5 Wandering Goodwill, the nomads will offer to trade, share information, or travel with the adventurers. Otherwise, they can be convinced to do any of the above with DC 15 CHA or INT checks.
If the adventurers have at least +5 Wandering Goodwill, the nomads will offer to trade, share information, or travel with the adventurers. Otherwise, they can be convinced to do any of the above with DC 15 CHA or INT checks.


'''Trade.''' The nomads always have at least 20 days worth of tradeable food on them. They prefer to trade for goods, but will exchange for sc if that’s all adventurers have. Otherwise, they have basic survival [[equipment]] (sold for 75% of its normal price), and they always have a few spare '''Dracanis''' mounts. They will only sell these to adventures with at least +5 Wandering Goodwill, and they can be purchased for 1,000sc worth of goods. If the adventurer possesses at least 1 rank in the [[Nomad]] profession, that dracanis gains the Mount feature.
'''Trade.''' The nomads always have at least 20 days worth of tradeable food on them. They prefer to trade for goods, but will exchange for sc if that’s all adventurers have. Otherwise, they have basic survival [[equipment]] (sold for 75% of its normal price), and they always have a few spare '''Dracanis''' mounts. They will only sell these to adventures with at least +5 Wandering Goodwill, and they can be purchased for 1,000 sc worth of goods. If the adventurer possesses at least 1 rank in the [[Nomad]] profession, that dracanis gains the Mount feature.
{| class="wikitable"
{| class="wikitable"
|'''Mount.''' A creature riding the dracanis gains 2 MCAP. A mounted creature can spend 1 MCAP on its turn to make the dracanis use its Static Jaws.
|'''Mount.''' A creature riding the dracanis gains 2 MCAP. A mounted creature can spend 1 MCAP on its turn to make the dracanis use its Static Jaws.
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Should an adventurer purchase a dracanis, they can then spend a period of 5 days with the Nomads,  learning their ways and gaining a  rank in the Nomad profession.
Should an adventurer purchase a dracanis, they can then spend a period of 5 days with the Nomads,  learning their ways and gaining a  rank in the Nomad profession.


'''Share Information.''' For 50sc, or with at least +5 Wanderer Goodwill, the nomads will share some information, directing adventurers to an area of interest, or allowing them to duck the next weather event or random encounter.
'''Share Information.''' For 50 sc, or with at least +5 Wanderer Goodwill, the nomads will share some information, directing adventurers to an area of interest, or allowing them to duck the next weather event or random encounter.


'''Travel.''' For a fee of 25sc per day the Nomads will travel with the adventurers, providing mounts that reduce travel time in the chasm by 50%.  
'''Travel.''' For a fee of 25 sc per day the Nomads will travel with the adventurers, providing mounts that reduce travel time in the chasm by 50%.  


==== '''Unexplored Cave''' ====
==== '''Unexplored Cave''' ====
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