Kernel Arkan Territories
Tags:
Roll | Result | |
---|---|---|
1 | Old ruins: income 3d10 gains free scout | |
2 | Settlement: income 6d10 +1rep; roll d10: 3=free juve, 2=two free juves, 1=free member | |
3 | Rogue Healer: Free healer | |
4 | Alchemy lab: gain 3 potions/month (not stackable) | |
5 | Wastes: You can always ambush on wastes with Int/cmb check | |
6 | Workshop: Free crafter | |
7 | Collapsed Dome: income 1..10 d10, if rolled 0 get lasting injury and lose income | |
8 | Plague River: income 10d10, if rolled 0 member skip month, +1 rep | |
9 | Shroom Farm: income 5d10 if you bring corpse, 1d10 for more | |
10 | Gods Altar Room: income 6d10 | |
11 | Drinking hole: Fighters can reroll will and get drunk -1 combat; +1 rep | |
12 | Gambling den: income 10d10, get 20 for doubles lose all on zeroes; +1 rep | |
13 | Burrows: can place 3 fighters anywhere on fight begin | |
14 | Herbarium: Easy medicine and poison acquire checks | |
15 | Stinger Fungus: After Combat you can reroll one lasting injury if its not fatal | |
16 | Narco Den: income 3d10 | |
17 | Furnace: income 3d10 | |
18 | Fighting pit: +2 merc pool per month | |
19 | Smelting works: easy metals aquire checks | |
20 | Mines: income 5d10 + 1d10 per slave | |
21 | Tunnels: 3 fighters can deploy before fight 50% chance | |
22 | Toll Crossing: income 3d10 | |
23 | Night Generator: CAn make darkness on start of fight, 33% chance of recover | |
24 | Divine Enchantorium: All weapons treats as +1 until territory lost | |
25 | Magic bazaar: income 6d10, member can spent month to get 50% off artifact |