Note: A minor problem has cropped up, resulting from my lack of productivity. I used to have the important/frequently used roll modifiers for the NPCs more or less memorized. I don't anymore. This turn I'll roll for Fellsoil and assume Gwen Succeeds in her puruit. I'll assume Jimma fails due to heavy armor use. If somebody wants to go back and find all the old skills for the NPCs, that would be great, otherwise I'll make them proper character sheets before I do another turn.
Character:Name: Fellsoil Dreamender??? the Male Night Troll "Hrrrmm. This name will take some getting used too. If I decide I don't like it, I can ignore it until it goes away, or terrorize another settlement in hopes of getting a better one."
Physical Traits:
Arrow Lodged in Shoulder, Fractured Thumb
Tattooed Arms "Prevents me from getting magic fatigued as easily, and even helps out a bit with casting. Also: Fashionable."
Springy Legs "I wish I could fly, but being able to jump like a flea and kick peoples ribs in is the next best thing."
Camouflaged Body "I can be invisible... at a glance or at a distance."
Hypnotic Gaze "I'm good at disabling a mortal's self preservation instinct... not so good at predicting his actions once I do."
Skills:
Eon Manipulation (+5) "Eon Manipulation is a family tradition. I hope to someday be as good as my father..."
Stealth (+4) "They can't escape what they can't see!"
Dark Manipulation (+2) "The night is my birthright and my greatest ally..."
Communication (+2) "Even for one as hideous as myself, a silver tongue goes a long way!"
Night Creature Empathy (+1) "Because it pays to be friends with other night dwellers."
Fire Manipulation (+1) "Fire is one of the few things capable of scaring mortals as much as I do. It makes sense that I should master it."
Plant Empathy (+1) "I can use this skill to navigate the forest... among other things."
Inventory:
Steel Helmet (Worn)
A cursed bracelet of plant reading [+1 when listening to plants] (Worn, right arm, boosts Plant Empathy in some situations)
Steel Buckler (Wielded, left arm)
An Elf-Tooth Charm Necklace of Healing (Worn)
A Soul Catcher Necklace [1 human soul] (Worn)
Alchemist's Work Outfit [Shirt, Apron, Pants] (Worn)
-2 Large Rubies (In Pocket)
-1 Small Sack of Assorted Dragon Bits [Small Bones, Scales, Teeth, Ect] (In Pocket)
-1 Small Sack Labeled 'Warning: Gunpowder' (In Pocket)
-1 Book Titled 'Intro to the Inferno: The Scourge's Guide to Flame Manipulation' (In Pocket)
-1 Book Titled 'The Devil's Cookbook: Alchemy for Those Lacking in Moral Fiber' (In Pocket)
Thick Belt (Worn)
-Scorchedjade, An Artifact Rose Quartz Spear [Unknown Enchantment(s)]
-1 Large Knife (Sheathed, Hanging from Belt)
"I'm well equipped to handle any situation!"
Perks:
Magic Perks
Budding Animal Empath: You will gain the animal empathy skill if you succeed in 1 animal empathy actions, or successfully study it in a book
Budding Lore Keeper of Notcheclaw: You will gain the loreminder [Notcheclaw] skill if you study her scripture or train with an instructor 4 more times.
Budding Priest of Notcheclaw: You will gain the Invocation [Notcheclaw] skill if you study her scripture or train with an instructor 2 more times.
Aspiring Water Manipulator: You will gain the water manipulation skill if you succeed in 6 water manipulation actions, or train extensively with somebody who has it
Aspiring Swordsman: You will gain the Armed Combat [Swords] skill if you succeed in 6 sword combat actions, or train extensively with somebody who has it
Bug Speaker: You do not suffer an untrained skill penalty for using animal empathy on bugs
Bird Speaker: You do not suffer an untrained skill penalty for using animal empathy on birds
Youth Speaker: Take a +1 to any attempt to communicate with a mortal who is under 30 (Or equivalent to being under 30 for non humans)
Reproductive Perks
Mature: You are physically and mentally capable of converting and impregnating mates. To do so you must spend a "Gift" perk. "Gift" perks can be gained by rolling very high, learning new skills, or through other supernatural means. If you create a child it may be born with some traits of it's mother in addition to whatever gift you use to conceive it.
Gift of Hideousness: Can be spent to convert or impregnate a mate. The night troll created will appear so unatural and ugly that it will almost always elicit a powerful emotional response (typically fear, disgust, or anger) in any mortal who lays eyes on it. Bun in the Oven
Gift of Inferno's Embrace: Can be spent to convert or impregnate a mate. The night troll created will be able to make itself as one with any sufficiently large blaize. While merged with a fire a night troll is nearly invincible, has the ability to materialize anywhere near it, and exert some control over the direction and rate of it's spread.
Gift of Withering Touch: Can be spent to convert or impregnate a mate. The night troll created will have the ability to cause mortal beings to age upon physical contact. Humans can be brought from infancy to natural death in about 30 minutes. Dwarves take about three times that much. Elves and Goblins can be aged to physical maturity, but not beyond that point.
Gift of Battlelust: Can be spent to convert or impregnate a mate. The night troll created will have thick natural armor and the ability to enter into a martial trance when cornered.
Gift of the Left Stone: Can be spent to convert a female or impregnate a mate. Instead of producing a son or a consort, this gift creates a fully functional female night troll. The traits gained depends on the female converted or consort impregnated.
Recipes:
Drought of Perception Blotting: Causes the drinker to become invisible to members of a single sentient race unless the drinker tries to get their attention or is pointed out to them.
-1 Brain of the Race you wish to be not noticed by
-1 Fistfull of ash from burned oak
-1 1 Large Mug of digestive juices from a mammal
Other Party Members:
Gwendolyn, the Night Troll Consort (Recovering From Birth)
-Loincloth
-Steel Helmet
-Steel Sword
-Steel Sword
-Wood Shovel
Cherlyn, the Night Troll Consort (Healthy, Unfamiliar with her own body)
-Black Thief's Clothing
-Steel Helmet
-Diamond Studded Gold Necklace
-Pair of Ruby Studded Bronze Earings
-Obsidian Dagger (Enchanted)
-23 Iron Lockpicks
-Retreat of Oakworshiped Skeleton Key
-Oak Wand
-Coin Purse [5 Dawnmaiden Gold Coin]
Jimma, the Night Troll Consort Puppet (Healthy, Unfamiliar with her own body, Pregnant 2/2 Fear for Baby)
-Scrap Cloth Loincloth
-Steel Battleaxe
-Set of Steel Chain-mail
Alice, the Night Troll Consort (Healthy, Unfamiliar with her own body)
-Steel Combat Knife
-Steel Workman's Ax
-Bow of the North Wind
-Coin Purse [33 Dwanmaiden Silver Coin, 3 Foghorn the Vile Aluminum Doubloons]
Unamed Baby Night Troll (Hypnotic Gaze, Tattooed Arms, Camouflaged Body, Springy Legs, Tumors of Blinking)
"No my dear" you reply
"we are fair pricks. Get them."You turn to one of the fleeing brothers and build up a good ol' fashion stasis spell, which behaves as planed when unleashed freezing the human in time.
1d20 = 12 + 5(Skill) + 1(Tattoos) = 18With one target not about to go anywhere, you turn your attention to the next one, whom you decide to tackle in a more personal manner. With a mighty springing leap you close the gap between yourself and him in a single bound, and set upon the poor man with your artifact spear. The human dodges your first thrust and puts out his leg to trip you. As you fall you grab the mortal's shirt and drag him to the ground with you. Trying to use a spear in a grappling fight on the proves to be not terribly effective, but eventually you manage to stab im hard enough in the leg to disable the human.
1d20 = 12 - 3(Untrained Skill) + 2(Artifact Weapon) = 11You look up to find that Gwen has also caught, and is slowly killing, one of the brothers, while Jimma didn't even bother trying to give chase in metal armor. The two remaining humans seemed to have escaped into the woods.
You turn back to your victim and throw him in a minor time slowing spell to allow for the harvest of his soul before killing him quickly as time is now of the essence.
1d20 = 6 + 5(Skill) + 1(Tattoos) = 12
There is a very good chance you can track down the two remaining brothers before they reach town, but your instincts inform you that Jimma is about to give birth and should be escorted back to the tower ASAP. That means that either Gwen escorts her back and you hunt alone, or you escort her back and delegate the hunting task to Gwen. There is also the matter of the human in stasis. You figure he will be trapped for 7-8 hours at which point he will be free to walk away. To break the spell early would take a few precious minutes.
"Goodie. I'm about to be a dad again. Good timing on that Jimma."