Rural Ayllu Formation
by hughpierre
A Hub campaign about community building connecting several one-shots
Plot points/Scenes
Infrastructure Development
Resource Extraction
Manpower is perhaps the most important resource available. Your starting amount is determined by peasant families with members each who will mine and farm as able. At least half of the number of people you roll (rounding up) will have some weaving skills to tax. In addition, wherever geographically possible, there would be various assets according to the campaign. For example, a forest to cut trees from, a shop, a storage place, a well, free nearby huts, a wooden-framed shaft or open pit.Food and Water Availbality | Survival DC |
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Abundant food and water | 10 |
Limited food and water sources | 15 |
Very little, if any, food and water sources | 20 |
A minimum of 40 labourers are needed to get a decent harvest. 64 is optimum to spread the variety of resources, where after work can begin on improving the colca. New workers can be acquired by requesting them through the mit'a system or inviting others to settle near you during missions at moments of opportunity.
Local Tampu
Ayllus are given a starting colca where food and simple weapons are stored by the state. It is on the fledgling or emerging ayllu to manage resources in order to upgrade it to a basic Tampu- Tenant families with members per family who live with you, or in buildings nearby to work the land, plus other families who work land in the periphery.
- Alternatively, add Total ayllu members on 1 click to the previous number of permanent residents
- 60 day construction time
- 50 labourers:
- 10, excluding family members, are guaranteed to fulfill their tax obligations
- The remaining need to be convinced as volunteers
- There is no maintenance cost to you, as they are taken up by the state.
Kancha
An architectural feature that consist of a large rectangular structure housing a number of smaller one-room structures within to shield patrons against the cold, rainy environment of the highlands. While not strictly military, this structure is like a castle to these rual communities possessing a courtyard all within an enclosing wall. Completing one requires:- Tenant families with members per family who live with you, or in buildings nearby to work the land, plus other families who work land in the periphery.
- Alternatively, add Total ayllu members on 1 click to the previous number of permanent residents
- 6 months to a year in time
- 100 labourers who fulfill this role as part of taxes
- 10 masons, who cost 1 ahuasca cloth per month each, or 10 per month total, or 120 per year
- 1 master builder who costs 5 ahuasca cloth per month or 60 per year
- 100 ahuasca cloth per month, or 1,200 per year, in incidental costs,
- Food from the farms ideally
- Temporary shelters, suggested via a completed tampu
Because kancha have a square layout, their size can vary so long as the ratio of the standard labour above is maintained. For example; 200 labourers, 4 masons and 2 master builders can complete a kancha double the size in 1 year.
If players want to use fancy stone like obsidian or marble, then double the cost or time.
Themes
Community
A traditional ayllu is typically composed of extended families who share a common ancestry and territory to provide a sustainable way of life for its members. They are driven by a strong sense of belonging and identity based on a shared history, culture, and values. Members of an ayllu work collectively on a common project, such as building a house, farming a field or repairing a road; and without payment that serves to strengthen bonds and mutual aid.Components
Goals
The goal is to build a small but respectable dynasty within their quarter of the world. To stablize themselves they need to, in order:
- Cultivate several farms to maintain the local population
- Establish a Tampu to store food and accommodate travelers
- Build a kancha to house generations of your PC's family
- Collect resources to pay the taxes while chasing these projects
The reason for this order of projects is tied the number of workers the characters have under them. Naturally, being self-sufficient is being able to feed the small population enough before they can move onto the more complicated works.
Hooks
Specialities
Artistry
- Assets: Environmental Scenes, Pieces of Art, Echoing Areas
- Production: Stories, Songs, Music
- Professionals: Poets, Composers
- Workforce: Actors, Musicians, Traveling Companions, Speakers
- Knowledge: Philosophy, Performance Styles
Espionage
- Assets: Sensory Devices, Surveillance
- Production: Information, Secrets from Others
- Professionals: Spymasters, Handlers
- Workforce: Spies, Infiltrators
- Knowledge: Counterintelligence,
Agriculture
- Assets: Farm Tools, Pillow-Faced Architecture
- Production: Crops and animal products
- Professionals: Land Managers
- Workforce: Farm Labourers, Herders
- Knowledge: Terrace Farming Techniques
Industrial
- Assets: Various Tools
- Production: Metal works,
- Professionals: Managers, Overseers
- Workforce: Craftsmen, Specialty Workers
- Knowledge: Production Management Techniques, Business Management
Criminal
- Assets: Traps, Specialty Weapons
- Production: Poisons
- Professionals: Trainers, Operation Planners
- Workforce: Infiltration Specialists, Thugs
- Knowledge: Combat, Infiltration Techniques
Military
- Assets: Weapons, Shields, Boats
- Production: Ordinances, Personal Weapons,
- Professionals: Tacticians, Strategists, Officers
- Workforce: Soldiers, Engineers, Logisticians, Pathfinders
- Knowledge: Military tactics and strategies
Political
- Assets: Fashion Looms, Expensive Trinkets, Message Services
- Production: Information, Secrets, Favours
- Professionals: Mediators, Diplomats, Social Planners, Priests
- Workforce: Courtiers, Spies, Administrators, Servants
- Knowledge: Etiquette, Diplomatic Behaviours
Religion
- Assets: Temples, Religious Symbols and Texts
- Production: Prayers, Predictions, Inspirational Writings/Sayings
- Professionals: Priests, Philosophers
- Workforce: Servants, Community Leaders, Musicians
- Knowledge: Forms of Faith, Religious Philosophies
Research
- Assets: Isolated areas, Studios
- Production: Chemicals, Drugs, Animal Products
- Professionals: Camayoc, Researchers, Doctors
- Workforce: Assistants, Managers
- Knowledge: Research Methodology
Ayllu Creation
An ayllu would be a fictional community of characters who come together to form a social and economic structure. The ayllu would have its own unique culture, history, and traditions, as well as its own set of values and beliefs.See Specialities
For purposes of simplicity at a starting stage, it is recommended to become an fledgling power.
In this case, you are likely a non-innoit ethnicity living in a random part of the Four Corners with your extended family .
The table below gives perspective on the power scaling and level of responsibility between the great and emerging ayllus.
Fledgling ayllus are bearly worth mentioning politically. Yet the shear number of them in the empire are the vital production base for which it can function. As such, temporary aid can be sent to a fledgling ayllu by the tokoyrikoq to keep them going until it is self sufficient.
Fledglings do not have any particular specialties, but over the course of this stage, players can adapt choices to accommodate transitioning to the emerging stage.
Power | Specialities | Examples |
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Fledgling |
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Emerging |
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Minor |
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Major |
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Great |
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In all these examples, 'panaqa' denotes royal descent for the innoit, so if there is no pure-blooded innoit founder for your ayllu, then the naming convention would be the 'founder's name' + 'ayllu' with an animal mascot for branding.
The specialties act as a boon to a 'check' when a situation falls within the topic of a house's primary specialty.
Within a secondary specialty, then the check is made with a +2 modifier.
Stakes
Climate Conditions and Yield
d20 | Arablity | |
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1 | Disastrous | 50% |
2-3 | Poor | 70% |
3-6 | Below Average | 80% |
7-14 | Average | 100% |
15-17 | Good | 120% |
18-19 | Excellent | 150% |
20 | Miraculous | 250% |
Farming Techniques
- -8 modifier with mountainous areas without terraces
- -2 modifier with no constant water source
- +1 modifier with regular rain
- +2 modifier with soil management
- +3 modifier with terrace techniques
Personnel Productivity
- +1 for every two peasants prior to beginning the tampu
- +1 for each family over assigned to resource extraction
- +1 for each extended family member building the kancha
Moral Quandaries
Tax Expectations (Optional)
In the empire, the mit'a tax system requirs each adult to provide labour to the state for a certain period of time each year. The length of time varies depending on the individual's location and skill set. This is the most preferred option by the central government and so long as you have the people, they can be forced to leave and resettle in a far-away place either temporarily or permanently on a negative roll . Since, you are a part of a fledgling community, this tax service can be counted as assisting neighbouring communities whereby you would get your workers back. Additionally, there are taxes on goods and services paid through textiles and food collected by officials known as mitayoq. The amount of tax paid also varies depending on the individual's location and social status. Agricultural products are the next preferred option so as to fill storehouses across the empire. The 3 options for paying taxes lie in 4 tiers for simplicity, with the first tier being the lowest amount: 1 person for labour and 1 sack of food and 1 sheet of Ahuasca. The subsequent tiers follow the same quatity, times the accompanying number, plus all the lower tiers. Think of it like filling in a base before advancing to the higher level. There must be a full column before becoming an emerged ayllu.
Tier 2: Labour and (Food or Ahuasca)
- eg. (1*1+2*1) Labourers and (1*1+2*1) Ahuasca
- eg. (1*1+2*1+4*1) Food
and (1*1+2*1+4*1) Ahuasca
- eg. (1*1+2*1+4*1+8*1) Labourers
Paying Taxes
Labour
Food
Ahuasca Cloth
x8
x4
x2
x4
x2
Cruel Tricks
Anything made from cumpi cloth are illegal for any non-noble to own. It is an automatic 'death', if an innoit official catches your character with one. No amount of explanations or rolls will allow them to elude execution. Players would then roll new characters. If it is a party's NPC, then they are immediately removed. Be sure players understand the consequences of having a cumpi, as it can make for interesting outcomes.Playtest
De Facto Currency
Following the inca-inspired setting, there is no monetary concept as typically thought of in the modern era. Localized regions do not have overall control of their economy due to pressures from the central state.
Regardless, a tradition of cloth gifting permeates almost all cultures and is the most standardized form of economic exchange to low-key subvert innoit-control.
Though the physical needs of the common, tax-paying peasant are taken care of in the distribution system, other wants may have to be acquired through bartering. Alternatively, transactions for non-subsidized services can be made using 3 grades of cloth quality:Chusi: The poorest quality cloth actively used by commoners to wear and exchange for low-value items.
Ahuasca: The highest quality cloth that can be legally handled by commoners and the only one suitable for giving as their taxes.
Cumpi: The highest quality cloth made from exotic materials and decorated with elaborate patterns that denote high class.
Note: Cloth payments are still heavily influenced by the barter system (i.e. smaller strips cannot be cut from larger sheets; as if you are changing from dollars to cents).
This is because, the other side would use the cloth to make clothes and blankets for themselves and their family. Even if the recipient previously traded with the PCs, the most a trusted NPC would accept is cutting half, or more, of a chusi and taking the larger portion.
Consequently, it is nearly unavoidable to either under or overpay for goods with cloth.
Relations
Protagonists
Starter Stats
Individual characters are influenced by their parents who, in turn, influence their children. Instead of leveling by combat, players train their progeny to become more powerful. The players need for their characters to die, retire or be otherwise become indisposed in order to progress. But everytime they do, a portion of their acquired skills and experience are transfered to the next character.
Trait Distribution Suggestion
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Armour: All armor and shields Weapons: Simple and martial weapons Tools: 2 of your choice Saving Throws: Constitution and Charisma Skills: 3 of your choice |
Allies
Quick Party Generation
In the event players want to be responsible for their own legacy, they would need to create new friends after every "Progeny Creation Round". Just note that it is a single player controlling the progeny's party. Multiple players in a game would similarly control parties of their own.
- Select a ayllu specialty to focus on a tone for your group. This also narrows the resources players would have access to during quests to aid in keeping them together and continuing the chosen theme.
- Note: A party's specialties throughout the the timeline of the ayllu can vary wildly. The specialized skills attained after one generation normally carry over to the next. However, if after a few generations the skills under an earlier specialty remain unchosen after two or three generations, they become forgotten knowledge in your history and cannot be picked up again.
- Total Number of Party Members per Creation Round
- Suggested Division:
- One third are from the actual family to the progeny
- Other miscellaneous family groups can be non-combat oriented
- An older member from a previous incarnation
- Suggested Division:
- Decided on one skill and personal motivation for each member
- Two additional skills can be later chosen during game play
- The motivation decided at the start is to act as a guide on the character's behaviour and skill growth
- Choose one tangible asset that is specially theirs.
- Two additional assets can be later chosen during game play
Neutrals/Bystanders
Level | Roll Bonuses |
Features |
---|---|---|
1 | +2 | Progenious Talent |
2 | +2 | Defense |
3 | +2 | Natural Improvement |
4 | +2 | Ability Improvement OR |
5 | +3 | Extra Attack |
6 | +3 | Progenious Talent Ability Improvement OR |
7 | +3 | Natural Improvement |
8 | +3 | Ability Improvement OR |
9 | +4 | Progenious Talent Progenious Resistence |
10 | +4 | Natural Improvement |
11 | +4 | Ability Improvement OR |
12 | +4 | Extra Attack |
13 | +5 | Progenious Talent |
14 | +5 | Ability Improvement OR |
15 | +5 | Natural Improvement |
16 | +5 | Ability Improvement OR |
17 | +6 | Progenious Talent |
18 | +6 | Natural Improvement |
19 | +6 | Ability Improvement OR |
20 | +6 | Apex Abilities |
Progeny Creation Round
Players improve their homestead and influence by improving their ability to train the next generation. Once the previous character dies, after about 4-5 quests (or more, depending on the player group), their descendent takes over. At which point the new character rolls new starter stats only slightly higher than the previous plus what they get from advancing a level.Any character who rolls 2 critical successes (rolling a 10 and/or 20) during that round's creation gains a progenious talent, boosting their stats, with a portion of the boost being passed along through the generations. Choose one of the following progenious talents and note that the same talent cannot be chosen twice:
- Talent of Inspiration:
- Allies that can see and hear you within 15 feet add a d4 to their saving throw Talent of Magic:
- Learn camay philosophy
- Learn one whip technique of your choice amongst Fire Bolt, Whip of Frost, Sacred Flames or Discharge
- Gain newer tactical options like poisons, extension knots, turning tunes and boosters
- Intelligence is your spellcasting ability for those spells Talent of Might:
- Gain a +1 bonus to all damage rolls made with weapons or unarmed strikes
- Unarmed strikes can deal bludgeoning damage equal to 1d6 + Strength Modifier
- Weapon attacks score a critical hit on a roll of 19 or 20 Talent of Resilience:
- Gain a +1 bonus to armour.
- Maximum hit points increase by 2
- Gain an additional 2 HP for every level in this class
- Increase the number of failed death saves from 3 to 4 before dying Talent of Skill:
- Choose 3 additional skill proficiencies and 2 additional tool proficiencies
- Proficiency bonuses increase by 2 for any ability check made that uses any skill or tool proficincies Talent of Speed:
- Increase speed by 15 feet
- Gain a swim and climb speed equal to overall speed
- Apply proficiency bonus to initiative rolls
- Utilize the dodge whenever using dash
As a character representing members of your created community, you are willing to take on challenges outside your immediate land, such as exploring new territories, hunting for resources, interacting in local politics and fighting against enemies.
Note: While the training for your progeny is 'off screen', players ought to bare in mind that your replacement in training in not necessarily of your bloodline.
Given the theme of community, your progeny could also be an active sidekick, an adoptee to your clan or a talented outsider who proved themselves.
Improvised Weapons
Size | Examples | Damage |
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Diminutive | Clay Trays, Crystals, Paperweight | 1 |
Tiny | Fist-sized Rock, Mug, Rubber Ball, Metal Pieces | 1d2 |
Small | Bottle, Stone Drill, Pot, Helmet, Ceramic Plate, Vase | 1d3 |
Medium | Stool, Brick, Ceramic Ball, Metal Plate, Found Stick, Glass Beads | 1d4 |
Large | Metal Container, Musical Instrument, Ceramic Container, Chair, Iron Rod | 1d6 |
Huge | 10-Foot Rope Ladder, Water Jug, Barrel, Bench, Worktable | 1d8 |
Gargantuan | Table, Boulder, Cabinet, Large Furniture | 2d6 |
Colossal | Reed Boat, Stick Tower, Fish Pole | 2d8 |
Though the GM may adjust the damage as needed, it is typically based on their size plus the strength modifier (excluding for the Diminutive Size).
While improvised weapons threaten a critical hit on a nat 20, there is a 50% change it breaks every time it deals damage, strikes a surface (like a wall) when thrown or an object larger than itself.
Competitors
Quick Generation for Neighbouring Communities
No. of Nearby Communities | No. of people in one community | d100/2 (Round up) |
Randomize Features (5 down, 4 across) |
|
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Features | 1 | 2 | 3 | 4 |
Depots | No | Colca | Tampu | Kallanka |
Primary Farm Product | Corn | Llamas | Potatoes | Alpacas |
Secondary Farm Product | Fishing | Nuts | Hunting | Berries |
Other Trade | Pottery | Brewery | Ropemaking | Mining |
Leadership |
Nobody, they make decisions together |
Village elders are vaguely in charge |
Nominated Person | Nobility in residence |
Backdrops
Locations
The Second Quadrant is generally the most geographically interesting place where most of the mission hooks can take place uncomplicatedly. Though the home quadrant can be any of the three listed zones below.
The Third Quadrant is not included because it is, canonically, an autonomous region that is less tied to the culture of the rest of the world.
This region of the empire is contains the river valley, far above sea level, with a challenging but fertile environment that requires careful management and planning to support the largest portion of the population.
Terraced hillsides and irrigation systems of the Sacred Valley are a testament to the ingenuity and skill of its people, who are able to thrive in the harsh and unforgiving landscape.
This region is mostly composed of many hills and valleys that are home to numerous small towns and villages, many of which had been established by the innoit or had been inhabited continuously before.
These communities are often located on the terraced hillsides and feature traditional architecture, including adobe buildings with thatched roofs. The climate is typically mild and temperate, with cool, dry winters and warm, wet summers.
This region is benefitted the most from innoit-built systems of irrigation canals and aqueducts to channel water from the rain to provide irrigation for their crops. It is also known for its rich biodiversity, with a variety of fauna adapted to the high-altitude environment.
There is also the added complication of violent elements of the Canna occupation crossing the river and interfering with player plans.
Threats
1d6 | Summer | Summer-Fall | Fall | Fall Winter |
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1 | Heavy Winds | Hot | Rain | Cold and Rainy |
2 | Very Hot | Warm | Scatter Showers | Clear and Cool |
3 | Hot | Clear | Cloudy | Cold and Windy |
4 | Warm | Bright | Clear and Cool | Chilly and Overcast |
5 | Clear | Scatter Showers | Chilly | Hail |
6 | Warm with Cool Breeze | Cloudy | Bright | Light Snowfall |
1d6 | Winter | Winter-Spring | Spring | Spring-Summer |
1 | Showers, some Hail | Scattered Showers | Heavy Rain | Cloudy |
2 | Scattereed Showers | Snowing | Light Showers | Clear and Cool |
3 | Snowing | Freezing | Cloudy | Bright |
4 | Freezing | Heavy Rain | Clear and Cool | Windy |
5 | Cloudy and Cool | Light Showers | Clear and Cool | Warm |
6 | Clear and Cool | Cloudy | Bright | Clear |
Encounters
Interactions with the Central Government
Suggest to roll on this table every three weeks in-game.Roll | Arrival | Explanation |
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1 | Marriage Makers | Every year, a person from the capital arrives to officiate a mass wedding for young couples |
2 | Capacocha Selection | Every so often, a priest will arrive to take away two of the most beautiful children in your quadrant: one boy and one girl |
3 | Mit'a Obligations | 1d20min10 peasants are ordered away for 6 months to 2 years to work on a project unrelated to your community |
4 | Colca Deliveries | Surplus food is the delivered to your storehouses |
5 | Imported Labourers | A temporary workforce is sent by the government to hurry a project |
6 | Chasquis | A messenger arrives bearing news |
7 | Herdsmen Trains | Herds of llama, alpacas or bihorns pass through your territory |
8 | Bureaucratic Inspectors | A high-ranking official arrives to audit your stores |
9 | Pukara being built closeby | The central government has commissioned a barracks to be built in or near your territory |
10 | War Draft | 3% of your peasants are conscripted for war |
Terrain | Visiblity | Noise Level | Audiblity |
---|---|---|---|
Desert, farmland or grassland | 6d6 x 10 feet | Quiet | 2d6 x 5 feet |
Forest, swamp or woodland | 2d8 x 10 feet | Normal | 2d6 x 10 feet |
Hills or wastelands | 2d10 x 10 feet | Loud | 2d6 x 50 feet |
Jungle | 2d6 x 10 feet | – | – |
Mountains | 4d10 x 10 feet | – | – |
Plot type
Open-ended
Related Organizations
Mission Quests
These are not in any particular order nor do they all need to be done.
They are also not vital for community building, but may serve for building dynastic reputations with neighbouring communities or government institutions, if gameplay extends beyond the fledgling stage.
Potential Rewards:
- Collecting potential workers for your land is necessary to advance the political hierarchy.
- Hard to get resources
- Gift of Cloth
- Opportunities to learn/improve abroad
- Surprise Invite
- Caravan Raid
- Marriage
- Coup
- Suicide Mission
- Fugitives
- Framed
- Trial
- Ambush
- Escort
- Dragon
- Treason
- Uprising
- Muster
- Weapon
- Poisoned Gift
- Investigation
- Ghost
- Haunting
- Herb
The party is invited to the inauguration of Lluki, a local noble. Since his father died over a year ago, and his body was never found. The party is drawn into a mystery when it turns out he is still alive.
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The party is drawn to the scene of an attack, where a llama train has been robbed and the leader murdered. It turns out that they were carrying an item for Lord Tunqori, and that his son, who was on the same caravan, is missing. Is he a bandit? Or kidnapped?
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The party is invited to attend the marriage between a local princess and a foreign prince. It is to settle a longstanding feud between two noble ayllu, during which, the party is attacked and the princess kidnapped. The party must rescue her and survive the subsequent power struggle.
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A neighboring ayllu is planning a coup, and to do so must assassinate the tokoyrikoq. The tokoyrikoq sends his daughter to another land for her safety, and the party becomes involved as assassins track the fleeing princess. They are offered gold and land to stop protecting the princess. Choosing one side or the other will have consequences.
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Word has spread about the party’s exploits. The Apukuna wants to hire them for a likely suicide mission. The Apukuna is doing a favour for the chief priest, who secretly wants the players killed.
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The party is hired to protect a delivery caravan where assassination attempt is made on. The party learns that the Tokoyrikoq was behind it. The party is captured, but escapes. They are now fugitives in the area, and must support themselves in whatever way they can. Can they clear their names?
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The party is hired to be the security detail for the Tokoyrikoq while he attends some sort of event. A group of assassins assault him, and it is up to the party to save him. Afterward, the party is accused of being the assassins. Can they prove their innocence?
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The Apu is accused of treason, and the party is called in to testify. The players must clear him, which pits them against the Sapa. Who will they back? Will they have to flee the land?
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A group of rebel farmers are threatening the tax collectors and he calls on the party for help. He needs the party to lead a group of Gatemen on an attack on the rebels. The party learns that the Apukuna is using them and secretly wants them killed.
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The party is hired to guard the Apukuna, who is traveling with 10 loads of his personal treasury. If they can protect the General, he rewards them with land and cloth.
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A dragon has been seen in the area, and the Apukuna calls on the party for help. The dragon is actually false, but the party falls in more than they bargained for when the zipa finds out?
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A noble is arrested for treason, and the party is called in to testify on the character of the accused. The party is attacked in court, and must prove the noble’s innocence on their own.
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The party must lead the Apu Guard against a group of angry farmers. He wants to solve the problem without bloodshed, though, but the peasants are armed and unhappy.
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The Apu is planning to invade a neighbouring Suyu. The party is hired to protect him during the initial phase of the invasion. The party finds out the tokoyrikoq is using the Sapa’s own armoury to supply his troops. Someone wants the tokoyrikoq dead, and the party becomes the target.
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The tokoyrikoq wants to hire the party to test out a new weapon. The party finds out it was stolen, and they are being set up. They must survive the attack when the owner comes for the powerful winged suit.
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The tokoyrikoq offers the party a gift of alpacas. They learn that the alpacas are possibly sick.
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The party is arrested for a crime they didn’t commit, and the Apu has been framed by a rival. Can they escape from jail and find a way to clear their names?
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A group of heroes have been killed by a ghost. A reward is offered for information leading to the capture of the perpetrator. The ghost is actually a part of a conspiracy by rich noble.
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The party hears rumors that the Tokoyrikoq’s mansion is haunted. The party is hired to investigate.
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The Sapa's mother has fallen deathly ill, and the cure is a rare herb that goes leagues away across mountains.
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