Copper Quarters
At a glance
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
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?
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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?
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Dangerous AccidentsFear 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
reactionAbout 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
- 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?
- Which of the PC shows their heritage most prominently?
- What thing other than gold could the craftsmen offer in exchange?
- What drove this person to pickpocketing?
- Which workshops is the thief fleeing through?
- Who or what caused the accident?
- Are other NPCs in danger?
- What strange sensation does the accident invoke?
Copper Quarters
A district in the Spires, the capital of my Hundred Island campaign.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Copper Quarters Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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