Okay. I must have missed someone. By that tally it looks like you all get 6 skills, which I'm not going to do.
. If you guys want to retcon communication in instead of unarmed combat, I'll allow it. Other than that I think I'll leave things as they are.
Character:Name: "My father says I earn a name when people fear me enough to give me one."Physical Traits: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 (+4)
"Eon Manipulation is a family tradition. I hope to someday be as good as my father..."Stealth (+3)
"They can't escape what they can't see!"Dark Manipulation (+2)
"The night is my birthright and my greatest ally..."Night Creature Empathy (+1)
"Because mortals make poor company."Unarmed Combat (+1)
"Spring loaded legs mean I can kick like a mule. Hours of sparring with my father's playthings mean I can aim those kicks somewhat effectively!"Inventory:A lockbox (Held, Both Hands, Cumbersome)
An Elf Tooth Charm Necklace (Worn)
A Brown and Green Ritual Cloak (Worn)
-3 Slices of Goblin Jerkey (In inside cloak pocket)
-1 Flask of Oil (In inside cloak pocket)
-1 Flint Fire-starter Kit (In inside cloak pocket)
-1 Pair of Forceps (In inside cloak pocket)
-1 Handheld mirror (In inside cloak pocket)
"This box is heavy..." Search for some rope and chains to tie the wizard up with. Also a piece of cloth to use as a gag.
You search the untidy first floor quite thoroughly for about thirty minutes before comining to the conclusion that the Wizard keeps no rope around.
1d20 = 2 + 1(Your eyes work better at night) = 3That locked box, is likely to have something of value, but may also have magical protection on it. Maybe we should examine it, and if we think it is safe... toss it down the stairs just in case. See what happens, if nothing bad happens and it remains unopened attempt to smash it open or look for key and open it.
The small lockbox is far more heavy than it would appear to be. This is encouraging, perhaps the density of the box is magical in nature. You do however doubt that it would be damaged by a one story fall, so you haul the bugger to the roof of the tower, where you stand for awhile and take in the view.
The tower is on top of a good sized hill, allowing you to see miles in any given direction.
To the east is what appears to be a human town. For some reason steam rises from it. Further east still is what appears to be a military camp, likely defending or besieging the town.
To the north is a broad patch of forest. A shiver in your stomach informs you that it is enchanted and likely good aligned. Such a place however is almost certainly home to elves. You fight the compulsion to attack them at once and avenge your fallen race: charging into uncharted woods is a poor idea, even for a night troll.
West of the tower is an expanse of plains. You don't spot any sort of civilization, but neither do you doubt that such an expanse must be dotted with primitive animal-men tribes.
The view to the south is dominated by several snow-capped mountains. Between them run a system of canyons that must surely be home to fearsome beasts. Another tower sits on one of the higher peaks, but you can't tell from here wether it belongs to another wizard, goblins, or even dwarves.
You can't help but enjoy the view for a bit until the lockbox in your arms returns to your mind. On second thought you might break whatever is inside along with the box... but then again if you don't drop it you will have hauled the heavy thing all the way up to the roof for nothing.
"To drop or not to drop, that is the question?"