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
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:
A cursed bracelet of plant reading [+1 when listening to plants] (Worn, right arm, boosts Plant Empathy in some situations)
2 Bound Elves (Slung over each shoulder)
Steel Buckler (Wielded, left arm)
An Elf-Tooth Charm Necklace of Healing (Worn)
Alchemist's Work Outfit [Shirt, Apron, Pants] (Worn)
-A Soul Catcher Necklace (Worn)
-3 Full Coin Purses [Unsorted] (In pocket)
-28 Lockpicks (In pocket)
-1 Handheld mirror (In pocket)
-2 Large Rubies (In Pocket)
-2 Platinum Ingots (In Pockets, Straining Garmet)
-1 Human Brain of Phyros [Magically Preserved] (In pocket)
-1 Small Sack of Grey Powder Labeled 'Phoenix Ash' (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)
-1 Saber (Sheathed, Hanging from Belt)
-1 Steel Dagger (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
Improving Communicator: Your Communication skill will increase if you succeed in 1 communication actions, or train extensively under a superior communicator.
Time Displacement Specialist: Take a +1 to any attempt to send something foward in time.
Budding Fire Manipulator: You will gain the fire manipulation skill if you succeed in 2 fire manipulation actions or train with somebody who has it
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 equivilant 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 Puppetry: Can be spent to convert or impregnate a mate. The night troll created will be bound to follow your commands for as long as you both live. You will be made aware of any major changes to your puppet's health or location.
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 Amnesia: Can be spent to convert or impregnate a mate. The night troll created will have a hypnosis power capable of removing the last few minutes of a mortal's memory.
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 Sword
-Steel Sword
-Wood Shovel
Cherlyn, the Night Troll Consort (Healthy, Unfamiliar with her own body)
-Black Thief's Clothing
-Steel Dagger
-23 Iron Lockpicks
Jimma, the Night Troll Consort Puppet (Healthy, Unfamiliar with her own body, Pregnant 0/?? 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
-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)
Eh, I hoped for a more spectacular phoenix...
Quiver is not a huge problem.
Hip quiver will counter that problem
I suggest
1) Order the ghost to make the said quiver (or rather modify existing), remake chainmail for our puppet, make steel swords for Gwen and make helmets, boots and gauntlets for the whole party. The puppet should aid him and try to learn thing or two.
2) We and Gwen should spend our time with the mermaid, we need to know more about Nocteclaw (We should focus on scriptures, not invocation skill. Learn about the Goddess before considering to use her powers)
3) Alice should start training to fly, surely she'll find some birds that will aid her in that
4) The rogue should try to snatch someone, we need a fear source for our preggos. Also she may try to steal magic books and trap components
Your ghostly smith is more than happy to fix up Jimma's Chainmail and forge some swords for Gwendolyn, and cannot help with Alice's Quiver.
"I'm not a leather-worker, sorry boss."He also informs you that two good swords and chainmail is a pretty big order for one day, and that he will start on the helms and boots later.
Gwendolyn is VERY reluctant to give up her enchanted swords for some fresh metal ones. You eventually have to pull out the
"You are my consort, I am your boss." card to get her to shut up and upgrade her weapons.
1d20 = 7 + 2(Skill) + 3(Gwendolyn is your Consort) = 12Cherlyn happily bolts to go a-stealing as soon as you give her the OK. She promises to visit the human town and the camp and be back within 24 hours. She will keep her eyes out for a good sack to use for snatching children, but failing that she will just swipe valuables and trap components.
Alice is instructed to head outside and practice flying, .
You bring Gwen downstairs for a lesson in Divine Lore with Kelpmier. You have a hard time focusing on the lesson today, as you are caught up in your dreams for the future. You catch the names of two other gods, that Notcheclaw is aligned with; Sideribusmaw and Ult.
1d20 = 3 - 3(Untrained Skill) + 6(Trainer's Skill) = 6Gwendolyn meanwhile eats the lesson right up. She asks questions, listens intently, and you can tell that at least she is getting the lecture. Several hours into the lecture a miracle occurs and Gwen goes into Labor. Kelpmier quickly enters into midwife mode and ushers you from the basement. You are not worried in the slightest, Consorts fear no pain and are generally much better and delivering and recovering from babies.
1d20 = 20 - 3(Untrained Skill) + 6(Trainer's Skill) = 23(Nat 20!)Deciding to keep yourself occupied to fight the nervousness that all first time fathers, even night trolls, feel you call up Foghorn on the magic mirror. You quickly tell him all about his daughters new form.
"...and the best part is, if she dies, I can bring her back to life once under most circumstances!" 1d20 = 17 + 2(Skill) = 19The old warlock is clearly impressed.
"Wow. You care about my daughter enough to use a gift that valuable on her? You amaze me. You must be a saint amongst monsters. Welcome to the family Fellsoil! I hear that is what the elves of Everpine are calling you now. Hear you messed them up good."You beam a smile across the mirror. You can't help but find Foghorn to be affable.
"Yes sir. I think I might actually go with that name. I took two women from that settlement during my raid and made consorts out of them. With Alice and Gwendolyn that's four! My first child is actually being born as we speak!"Foghorn doubletakes.
"Holy Sideribusmaw! Your family is growing fast. I should come over soon and meet everybody. We will make it a proper feast. I'll send Rox ahead of time to catch and cook some food for the mortals. If you think you can control the consorts, I'll even bring the family. You should meet them."You nod.
"I was hoping on talking some business as well. I think Alice should learn fire manipulation given her new form. Could you help her with that?"The Wizard shakes his head.
"No, but I know some people. We will discuss it when I get there. Also I'm thinking of making a proper raid on the Noble compound in Oakworshiped; to bolster your reputation and steal that girl Vindel wants. We can plan that as well."The call lasts for a few more minutes and is broken up when Kelpmier rushes into the room.
"Sir. You need to see this! Its a sign!"---
Back in the dungeon you are introduced to your firstborn son, a tiny little bundle of joy with physical features that match your own and moles and tumors that flicker with distortion energy like his mother. He happily entertains himself by feeding on the afterbirth with his fully developed teeth. He has a conspicuous birthmark on his forehead, which the mermaid quickly explains.
"That is the symbol of Notcheclaw; the setting sun. The child has been blessed, perhaps his parents as well."Both Gwendolyn and Kelpmier want to name the baby. You hurriedly explain your fathers tradition of not naming his own kids, and ask for some time to consider whether or not you want to break away from that, and if you do whether or not you want to name the kid yourself.
You suspect Gwen will be back to fighting condition within a day or so. You note that she is still a bit miffed over your decision on the swords.
"Holy crap... I'm a dad... Hears hoping I'm better than my father."