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== Characters & Henchmen ==
 
== Characters & Henchmen ==
 
*[[Henya Con]], L7 MU. HP 24/24, AC 3. Rapier: 7+, 1d6+1. Init: +1.
 
*[[Henya Con]], L7 MU. HP 24/24, AC 3. Rapier: 7+, 1d6+1. Init: +1.
**[[Lark]], L0 NM, 4/4, AC 5. Short Sword: 10+, 1d6, Init: +1
 
**[[Tess]], L0 NM, 2/2, AC 4. Short Sword: 10+, 1d6, Init: -1
 
  
 
== Floating Bonuses ==
 
== Floating Bonuses ==
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== Treasure & Assets ==
 
== Treasure & Assets ==
*Gameboard with jade pieces, worth 1500 gp.
+
 
*Glass and bronze decanter worth 80 gp.
 
*9 alabaster wine glasses, worth 100 gp each.
 
*Ivory horn worth 800 gp.
 
  
 
== Holdings & Fortifications ==
 
== Holdings & Fortifications ==
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== World & Lore ==
 
== World & Lore ==
  
=== Lizards of Burden ===
 
It is an unfortunate fact of life on Terminus that horses and the like were never brought. As such, the original sequence-engineers adapted local life forms to human use. The following are available breeds of saurian.
 
 
*Redfoot: A lithe raptor that runs on its two rear legs, the Redfoot has the statistics of a light horse. They are highly tolerant of heat and can move through desert terrain as though it were normal terrain. However, they cannot stand cold weather and treat any substantial journey as a force march, thus requiring rest the next day. The redfoot is a loyal and affectionate animal, and rewards attentive treatment. 100gp.
 
 
*Fat-tail: A lumbering four-footed creature, can be used as an ox OR can pull a cart as would a pair of heavy horses. Fat-tails cannot force march. They move through swamps at their normal movement rate, and can ford rivers with more ease than a horse. They are capable of crossing lakes and the like with a lightly-laden rider, but dislike salt water. Eats double the feed of a heavy horse. 80gp.
 
 
*Mottleskin: A twisted and warped, but hardy creation. Stats as per a donkey. However, they have a chameleon-like ability to change color. A mottleskin can conceal itself in natural environments and will often remain undetected. 20gp.
 
 
*Long-Claw: Stats as per warhorses. Add a third bite attack at the same damage. However, overland movement rate is only half what is indicated by their speed, due to not being suited for long-distance travel. Prices as per warhorses. Requires regular feeding with meat to stay healthy, so feed costs 4x as much.
 
  
 
== Notes & Plot Hooks ==
 
== Notes & Plot Hooks ==
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*A day of food is a thing, a week of food is a stone. Mess kits are advisable.
 
*A day of food is a thing, a week of food is a stone. Mess kits are advisable.
 
*Clerics have a repertoire (Details will be developed later.)
 
*Clerics have a repertoire (Details will be developed later.)
*Initiative is one die roll per side, but each individual applies their own dexterity bonus.
 
*Charisma bonuses to reaction rolls only apply if the bonus-wielder is meaningfully capable of bringing their social skills to bear. Same for penalties, obviously.
 
  
 
== Important Links ==
 
== Important Links ==

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