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Copper Quarters

Environments Designed by tudy • Art by Anh Tung

At a glance

Tier
1
Type
Social
Difficulty
10
Impulses
To create new inventions to experiment and learn to profit from ideas to sell gizmos and arcane machinery

Environment overview

The finest craftsmen of the Hundred Islands perform their work and mechanologists infuse their inventions with arcane powers. A cacophony of sounds coming from forges and billows, workshops, and labs. Sawing, hammering, and yes, occasionally an explostion.

Potential adversaries

Merchant Courtier Bladed Guard Head Guard Minor Chaos Elemental Petty Noble Sellsword Weaponmaster

Features

Passives

passive
  • Ingeniuous Inventors

    If you can think it, they can make it - or something similar at least. PCs can issue the making of custom-made items, anything's possible for the right price and given enough time.

    Questions
    • What odd inventions does one of these workshops specialize in?
    • What rare ingredients or lost knowledge is required to bring to the craftsmen first?
    • Who else would be interested in the item asked for?

Actions

action
  • Rare Ingredient

    One of the craftsmen wants to buy something uncommon, yet important to the PCs background, such as a family heirloom, unique knowledge, a keepsake, memento, or souvenir.

    Questions
    • Which of the PC shows their heritage most prominently?
    • What thing other than gold could the craftsmen offer in exchange?
  • Sticky Fingers

    A thief tries to steal something from a PC. The PC must succeed on an Instinct Reaction Roll to notice the thief or lose an item of the GM’s choice as the thief escapes to a Close distance. To retrieve the stolen item, the PCs must complete a Progress Countdown (6) to chase down the thief before the thief completes a Consequence Countdown (4) and escapes through the workshops.

    Questions
    • What drove this person to pickpocketing?
    • Which workshops is the thief fleeing through?
  • Dangerous Accidents
    Fear 1

    In one of the workshops things go terribly wrong - something breaks, spills, ignites, or escapes - and the PCs are in the middle of it. Spend a Fear to have the PCs succeed on an Agility or Instinct Reaction Roll or take 2d12 magic or physical damage (decide type for all affected PCs).

    Questions
    • Who or what caused the accident?
    • Are other NPCs in danger?
    • What strange sensation does the accident invoke?

Reactions

reaction

About this environment

A district in the Spires, the capital of my Hundred Island campaign.

Copper Quarters

Tier 1 Social

The finest craftsmen of the Hundred Islands perform their work and mechanologists infuse their inventions with arcane powers. A cacophony of sounds coming from forges and billows, workshops, and labs. Sawing, hammering, and yes, occasionally an explostion.

Impulses: To create new inventions, to experiment and learn, to profit from ideas, to sell gizmos and arcane machinery

Difficulty: 10

Potential Adversaries: Merchant, Courtier, Bladed Guard, Head Guard, Minor Chaos Elemental, Petty Noble, Sellsword, Weaponmaster

Features

Ingeniuous Inventors - Passive: If you can think it, they can make it - or something similar at least. PCs can issue the making of custom-made items, anything's possible for the right price and given enough time.
  1. What odd inventions does one of these workshops specialize in?
  2. What rare ingredients or lost knowledge is required to bring to the craftsmen first?
  3. Who else would be interested in the item asked for?
Rare Ingredient - Action: One of the craftsmen wants to buy something uncommon, yet important to the PCs background, such as a family heirloom, unique knowledge, a keepsake, memento, or souvenir.
  1. Which of the PC shows their heritage most prominently?
  2. What thing other than gold could the craftsmen offer in exchange?
Sticky Fingers - Action: A thief tries to steal something from a PC. The PC must succeed on an Instinct Reaction Roll to notice the thief or lose an item of the GM’s choice as the thief escapes to a Close distance. To retrieve the stolen item, the PCs must complete a Progress Countdown (6) to chase down the thief before the thief completes a Consequence Countdown (4) and escapes through the workshops.
  1. What drove this person to pickpocketing?
  2. Which workshops is the thief fleeing through?
Dangerous Accidents - Action: In one of the workshops things go terribly wrong - something breaks, spills, ignites, or escapes - and the PCs are in the middle of it. Spend a Fear to have the PCs succeed on an Agility or Instinct Reaction Roll or take 2d12 magic or physical damage (decide type for all affected PCs).
  1. Who or what caused the accident?
  2. Are other NPCs in danger?
  3. What strange sensation does the accident invoke?

Discussion

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