Turn 1
Magical mishaps
CaellathIf my Imperial Aspergillum is not yet filled, fill it. Otherwise, pray for Lisar's favor. Actually, pray for her favor in any case.
You decide to fill your Aspergillum- A empty barrel on the dock is filled with rainwater, which serves the purpose.
Then you knee down and beseech Lisa to grant you her favor.
[Roll:4] For a moment you believe that Lisa has forsaken you, but suddenly a white hare appears out of nowhere, is hit by a blowgun dart and falls off the dock into the water. It seems like no one else has witnessed this event; Sailors and workers nearby show no reaction, at least.
freeformshoolerWind decides to save his spells and enchantments for later. He scouts the town for bars and religious buildings.
You decide to search for bars or temples- Places where eager adventurers might find good work.
[Roll:6] Instead of searching the whole town yourself you simply ask a nearby sailor where one might find a good drink, or where one might find a place to pray. He seems like a nice fellow and tells you that there are three taverns in town-
The Common Club, a bar located in the harbor. It is mostly frequented by sailors, pirates and workers. The beer is bad and the food is worse- But there`s always gossip to be heard.
The Fox and the Highwayman can be found at the east gate. It offers decent food and is a resting place for merchants and wanderers arriving from the east.
The Casque and Elixir is the most expensive bar in town and can be found near the marketplace. The innkeep is a retired alchemist and claims that his beer and liquor are the best in the whole province. "
Not that i would know. I don`t have the money nor the attire to be welcomed into that tavern.", he adds. He then tells you about the temples that can be found in town. The so called "
Hall of Fishes" is a little temple right next to the dock. There aren`t any priests there, but the temple offers small shrines to various gods- It`s intended to be used by sailors from far away lands who feel the urge to pray. A real temple dedicated to the
local god of fortune and storms can be found right in the center of the town.
Nirur TorirSpeak with the local guardsmen to learn the local laws about enslaving people, particularly those who attempt to mug and/or kill me. Ask if they have any problems with gangs that should be solved by violence.
dermonsterDeciding he likes the cut of Radicals Gib, Griffin follows him.
Together you search for a guardsman, who can tell you something about the local laws and gangs.
You soon learn that the guardsmen of Liberty are.. Different. You find one near the dock.
Apparently the guardsmen of Liberty are mermen and carry both axes and bows. How they manage to keep themselves alive on land is unknown to you.
When you ask him about slavers, he sighs and answers with a strange dialect: "
By the great Nirabtioh. It feels like every single sailor arriving here asks me the same question. I wonder why people even come to this place if they believe that slavers run rampant here. No, no, there are no slavers here. You have witnessed the storm yesterday, aye? You see that was a small one. We often have worse. With such storms you can`t be a slaver- A galley filled with slaves is too heavy and would sink like a stone. It`s far more profitable for the pirates to employ small and quick vessels or to lure ships onto the cliffs with fake fires. Why is the province here called the "Four slave province" then, you might ask me. The answer is: I have no damned clue. Maybe if people would stop asking me this questions i would find the time to read a history book about the land here. But first i`d have to learn how to read, of course."
He draws some breath and continues: "
As for local gangs- Do you think that we guardsmen are lazy and get paid for nothing? No, no, no there are no gangs within the town that cause so much trouble that weŽd have to contract adventurers."
He eyes you, hesitates and then speaks in a softer voice: "
Yet, maybe.. If you would look hard enough you could find some.. Unwanted individuals. You see, we can keep the peace within the city, but we only have any power within the walls. Outside we have no one to enforce our laws. Now, those pirates.. I mentioned that they lure ships on the cliffs? That`s a huge problem for the city. No, i don`t ask you to search for those pirates, altough your travels might lead you towards them. You see they have to sell their stolen goods somewhere. Most merchants here in Liberty know how to recognize such goods and won`t buy them. But i`m pretty sure that a black market exists for such items. Whenever we, the guardsmen, try to search for the fences we find either nothing or there`s a sudden rise in criminality, which keeps us occupied."
"
I wouldn`t say that i hired you, aye? I just told you a little story, aye? Mayhaps you stumble over some shady individual with ties to the black market.. That could happen, couldn`t it? I`m not asking you to hurt them, but maybe an unfortunate accident happens. Only the best die young, right? I can`t pay you for such an accident, though. But who knows? You could be a long lost relative of that person.. And if you are, then it would be right if you would inherit some of his possessions, wouldn`t it?"
ErrolFind piece of metallic junk. Transform piece of metallic junk into platinum. Sell platinum.
Search Roll: 6Casting Roll: 2-1 (Difficult spell)
You find a small, empty flask of iron in your cabin on the ship. A flask of platinum would net you a nice profit on the market and you decide to transmute it. At first you perform the spell without problems but then you stumble over a few words and you completely mess it up.
The magical energies first deform and then tear apart the flask- Iron splinters are flying everywhere!
Dodge Roll: 3 You fail to completely dodge those splinters, but you only suffer some small cuts.
You have a bigger problem, though. The magic runs rampant! A piece of the wall is transformed into bronze.. Liquid bronze, which runs down the hull of the ship and into the sea, leaving a huge hole behind. As if your ship hasn`t suffered enough already. Luckily, your cabin is well above sea level and this hole won`t sink your poor ship.
The stuff inside your cabin- Your bed, your shelves, are also warped and twisted into strange shapes. You quickly flee from the ship, fearing what the magic could do to your body. It seems like you suffered no ill effects, but then you notice your reflection in the water.
Your skin seems to have changed it`s color- It looks silver! You try to remove your clothing in order to see whether the skin beneath has been affected too, but you can`t!
It seems like your clothing has been completely fused to your skin!
For those that are interested in how i created the characters..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.
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:8/10
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 penalty. 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.