Turn 2
"Happy time" for Griffon Gale
freeformshoolerHe headed to the Fox and the Highwayman and surveyed it carefully for anyone who might cause him trouble.
Deciding that praying can wait you search for the eastgate. Thanks to your innate and amazing sense of direction you have no trouble finding it. Nearby you find the tavern you were searching for.
After entering you survey the (pretty spacious) common room. It is midday, not the time to visit a tavern, but you notice that there`s an unusually large amount of people present. None of them pays you any mind, and so you can listen undisturbed to the conversation.
Apparently the merchants traveling to the neighboring cities have some serious problems with bandits along the way. A caravan, which was sheduled to arrive here yesterday, is being missed. In addition storms and pirates have caused several ships to sink in the last month and many merchants fear that they will go bankrupt if nothing is done about those problems.
They have already asked the magistrate of the city, a man named Loreos, for help.
Apparently he is unwilling to commit the city guard, but has hired a band of mercenaries called the "Fanged Cleavers" for that purpose. When they first arrived they have caused an huge turmoil, and for a good reason, for apparently the band consists of dwarfs riding feral wolves. But no one has seen them for quite some time now; Supposedly they remain well hidden in the keep. Why the magistrate would hire and not use them is a puzzle the merchants can`t figure out. All they know is that the magistrate has issued an additional tax on certain goods in order to pay them.
The Merchants are pretty pissed about all that, as one can understand, and the discussion grows so heated that the inkeep has to throw some of them out.
dermonsterGather a bit of own spider silk... Maybe head into a nearby alley before doing so.
If you want to get the interest of the fences you will need something to show them. A bit of silk should catch their attention. You aren`t keen on grossing people out and look for a good place to hide. For a moment you think about searching for some dark alley, but then you remember that you have a ship anchored just a few metres away. You enter it, noticing a funny looking Furor and a new hole in the ship as you walk by, and immediately begin to create some silk.
[Roll: 4]The silk isn`t of the best quality, nor is it a huge amount, but it should be sufficient to serve as a sample.
Nirur TorirBegin looking for leads to illegal goods merchants.
[Roll: 2]
You have no clue how to find someone who buys illegal goods. Having no better idea you walk towards the shadiest person you can find, a swarthy human who seems conspicuous because he looks so inconspicuous. You try to find out whether he would be interested in buying something "
That you don`t see often around here..". At first he seems interested, maybe because he has nothing better to do, but when you tell him that you aren`t carrying it with you he walks away.
Frustrated you try the same with a group of resting and dicing manticorians that look like pirates. (As almost every manticorians does.) Most of them don`t speak the common tongue, and one who does just hisses at you and tells you to mind your own business. With less polite words, of course. When he loses, he blames it on you and shouts:"
Znemox! No, me not want to buy no strange stuff from foul smelling Tkaxds. Begone!" Surely everyone nearby has heard it. That was very inconspicuous.
CaellathHelp Nirur in finding the merchants. I think Griffon/derm needs some happy private time.
[Roll: 5]While following Radical Nazareth you notice a shabby looking tavern- It`s called "The common Club". You decide to try your luck within.
The tavern is pretty empty, which is quite logical since the sailors and shipwrights have much to repair after that terrible storm last night. Only a few workers, who are allowed to take a break, are inside. You don`t want to draw any attention to yourself by standing in the middle of the pub and so you sit down and fumble around in your robes, just like someone who has misplaced his purse would.
While doing this you notice three men sitting in the dark, talking in whispers. One seems to be a Manticorian while the other two are humans. The Manticorian produces a little cask and presents it to the humans. One inspects it closely while the other waits patiently. Finally the Inspecting one nods and puts a small pouch on the table. The Manticorian takes the bag, stands up and leaves the tavern.
You are sure that you have just witnessed some kind of shady deal.
ErrolHead into town, catch up with party.
You decide to follow your comrades. You catch up with Radical Nazareth, who has apparently angered a group of Manticorians. Being one yourself you manage to calm them down, though.
Character Sheets:Nirur TorirName: Radical Nazareth
Hitpoints: 10/10
Race: Deformed One
They are black-skinned, silver-haired, and have light-colored eyes. They have a flexible and long third arm on their back. They reproduce slowly. They are noted for their schools. They avoid all kinds of magic. They completely control a wealthy grassland state. They are the descendents of gods.
Alignment: Neutral Unhappy
Class: Cursed Dancer
The Cursed Dancers are an unique Class of Fighters employed by the Deformed Ones. Their fighting style looks like an elaborate dance. Due to their third arm they can inflict serious wounds upon their enemies, but in order to use their special abilities they can`t wear heavy armor.
Combat Abilities:
Clutch of the Purple Chaos
Easy Ability, no penalty. You try to disarm your opponent by grabbing his weapon hand with your flexible third arm.
Thrust of the Rolling Phantoms
Difficult ability, -1 to your roll. You roll towards your opponent and try to attack him with all your arms at once.
Queen's Terrible Hold
Difficult ability, -1 to your roll. You try to grab both hands of your opponent. If you succeed, you attack him with your third arm.
Items:
Travel Stained Clothing
Three Daggers
Each dagger can deal around 3 points of damage.
Belt of Muck Field
Can be activated to summon foul smelling muck around you.
Worldly Vipers' Brew of Blood and Excellence
A potion. Can be used once. You suffer some damage, but get +1 to an action this turn.
CaellathName: Purity Legend
Hitpoints: 10/10
Race: Human of the Northlands
In their culture, every person is expected to be good at trap-setting. They are unswervingly practical. They worship a hierarchial, matriarchial pantheon of gods and goddesses. Most religious observation is ritualized and distant. They are the descendents of another race.
God: Lisar the huntress
This detached goddess of hunting takes the form of a young woman. She is very tall and has a slender build. She has yellow hair. Her eyes are strangely cat-like. She has olive-green skin. She is usually portrayed as wearing a revealing costume. She carries a blowgun. Her followers are expected to consume at least a part of every creature they kill.
Alignment: Chaotic Violent
Class: Celestial Monk
The Order of the Celestial Monks is the military branch of the great northern church. They are trained both in martial arts and the casting of holy spells, making them very versatile.
However; They have to follow the laws of their patron god(dess) or they risk incuring his/her wrath.
Combat Abilities:
Twenty Humble Falsehoods Smash
Easy ability, no penalty. You try to confuse your enemy- If it succeeds you attack his weakpoint, dealing extra damage.
Heavenly Dexterous Searcher Stance
Stance, can be assumed at any time. As long as you assume this stance you get +1 to your attack rolls- But if you are hit you will be almost certainly knocked off your feet
Spells:
Staff of Fire
Easy Spell, no casting penalty. Sets a wooden staff aflame, turning it into an effective weapon. After roughly two turns the staff will completely burn away, though.
Sun of Hellish Good
Difficult Spell, -1 to your spellcasting roll. Summons strong light. All unfortunate creatures nearby that don`t manage to avert their eyes in time are blinded.
Items:
Monk Robes
The holy symbol of Lisar
It`s a pendant in the shape of a blowgun.
A wooden staff
Deals around five points of damage.
Filled Imperial Aspergillum
The Imperial Aspergillum is only awarded to devout celestial monks. Water filled into it becomes holy water, which is effective against evil beings.
dermonsterName: Griffon Gale, nicknamed "derm" for some reason.
Hitpoints: 10/10
Race: Tarantula man. (Lower body of a spider, upper body of a human.)
They are famous for their opera houses. Elaborate jewelry and accessories denote social standing, class, and soforth. They turned their back on their old gods to follow darker ones. Their government is functional. They barely control a forest empire that is known for its exotic animal life. A great destiny awaits them, and they wait for it patiently.
Alignment: Fashionable Neutral
Class: Shaman of the Underworld
The Shamans of the Underworld draw their powers from hell itself. They aren`t necessarily evil, some see the powers of hell only as a tool to help the powers of good.
Yet, the powers of hell are no mere toy. Failing to cast a spell as a shaman of the underworld can have unforeseen consequences- In turn, as long as you use your spells to inflict harm on "Good" Beings you get +1 to your casting roll.
Spells:
Archmagi Killing
Easy Spell, no casting penalty. Deals damage to the target according to their magical power. Though, strong magical beings might counter this spell. You have to catch them unaware.
Great Sigil of the Dancing Sword
Easy Spell, no casting penalty. Will animate a targeted weapon, which will fly around and attack your enemies.
Lordly Hex of Transformation
Difficult Spell -1 to casting rolls. Transforms the target into something different. The result is random and depends on the roll.
Items:
Deathly Torc of Sly Corruptors
Can use some of your hit points to corrupt the target- It will become more evil or selfish, for example. You can specify what effect you want to achieve.
Fashionable Robes
Which are worn on your upper body. Your spider body is naked.
Simple wooden Staff
Deals around five points of damage.
Some Spider Silk
Made yoursefl!
freeformschoolerName: Wind Quake
Hitpoints: 10/10
Race: Dwarf
They are gold-haired and have warmly-colored eyes. They have a perfect sense of direction. They throw incredible parties. Their government is a democracy that is ethical in its own way. They came from another world.
God: Zahabeednin the bloody
The god of killing takes the form of a mature man. He is very tall and has a lean build. His droopy eyes are gray. His skin forms into weapons. His outfit is that of a burglar, is covered in rectangular designs, and it is mostly vermillion in color. He also wears a mask. He carries a still-beating human heart.
Alignment: Pathetic Good
Class: Dream Cleric of the War God
The Dream Clerics serve the god of war. Their god grants them access to strong spells- But many of those spells are pretty difficult and dangerous to cast.. Unless they are cast while the cleric sleeps. (Luckily, dream clerics can fall asleep instantly through extensive training.) While sleeping a part of their spirit enters the hall of their patron, and they can use some of the power found in that strange place. The other part of their spirit remains rooted in the material world, and their spirit can see, and even walk around, altough it can`t roam too far away from their body. This means that a dream cleric will get +1 to all his casting rolls while sleeping; Falling asleep in the middle of a fight is dangerous, though.
Spells:
Ritual of Negation
Difficult spell, -1 to your casting roll. The Ritual of Negation can be used in order to dispel magic.
The One Thousand Incatations of the Animated Grail
Difficult spell, -1 to your casting roll. Can be cast on any pot, jar, glass or similar. If successful the target will be filled with holy, healing water.
Unholy Ceremony of Control
Very Difficult spell, -2 to your casting roll. This Spell can be cast from afar on a target you have already seen. If successful you can order your victim to do whatever you want. The next time the target falls asleep it will sleep walk and will try to fulfill your order. When it wakes up it can`t remember anything.
Items:
Compassionate Dreamers' Staff
An enchanted staff granted to every Journeyman of the Dream Clerics. While you are asleep you can channel some power from Zahabeednings hall into a target, easing any pain it might feel. The Staff can be used as a melee weapon and deals around five points of damage.
Robes
The Holy Symbol of Zahabeednin the bloody
A heart shaped pendant.
ErrolName: Furor Ragnarok
Hit points:9/10
Race: Manticorian (A human with the head of a manticore.)
They are genderless, and are able to reproduce on their own. They are in general, atheists. Their government is a representative democracy that is extremely corrupt. They control a land. They can eat everything and their bite is poisonous.
Alignment: Chaotic Pessimistic
Class: Pirate Enchanter
The Manticorians are known to be ruthless pirates, thieves and copiers. The Pirate Enchanter embodies those ideals- He doesn`t only steal valuables, but also enchantments. A pirate enchanter can drain the magic from one magical item and can transfer it into another, creating a new enchantment.
Spells:
Conjure Greed
Easy Spell, not penalt. Amplifies the greed within the target.
Invocation of Platinum
Difficult Spell, -1 to your casting rolls. Turns a small piece of metal into valuable platinum.
Items:
Pirate attire- Fused to your body.
Increases your armor rating by 1. It has been fused to your skin and can`t be removed.
Good Screaming Saber
Whenever this saber is swung a dreadful howl fills the air. The Saber deals around 6 points of damage.