Lucy VerimYour search efforts bring no results as you check all the corpses over once more in case of something Chronus might have missed before also searching the grass for anything other then arrows. All in all it was quite a waste of time.
ChronusYou give the area where the necromancer a quick look over, and at first you find nothing but as you start to turn around to walk away you notice a slight glint from a whole hidden underneath some of the stump's roots. Looking around to make sure no one is looking you duck down, and reach in to grab the object, as you pull it out you find a book with a black cover bound in silver with neat writing on the cover that reads 'Memnok's Guide to the Basics and Fundamentals of Necromancy'. Standing back up you tuck it away beneath your robes, and give a final look around the clearing finding no one noticed you reach down and grab the book from its hiding spot.
Gained Memnok's Guide to the Basics and Fundamentals of NecromancyTrevor AbbotYou reach down and take one of the Necromancer's Femur bones before going off to gather up the arrows you launched during the battle to rather average effect.
Gained Necromancer's Femur Bone, and 9 Small Game ArrowsEtherealYou gather up roughly a dozen bones that are suitable enough to be made into arrows, but once you've gathered them you realize you'll have to hand them over to a skilled craftsman, probably at a fee of some sort, to get them forged into arrows that will be of any use. Handmade arrows of pure bone aren't like to harm anything other than maybe a rabbit ...
Whispers in the Darkwood has been Completed! +5 XP to Chronus, and +4 XP to Everyone Else. Chornus and Trevor Leveled Up!
With your quest finished your group as a whole searches the clearing, and the nearby vicinity for any sign of the reported missing child, but after an hour or so of searching you come up empty handed with somewhat sorrow filled hearts. Defeated in that respect you make your way back to the village of Belton taking turns to carry the wounded Jase as you try to make at least a semblance of haste hoping to arrive by dawn. As luck would have it you do arrive at dawn to be greeted by the Mayor, a jovial man big enough in the waist to make two people, by the name of Clyde Blademont and some of his house guard on the main entrance to the village. Seeing Jase is injured he has you all hand him over to a pair of his guards who carry him off to see the village healer as Clyde begins to tell you of a rather strange occurrence, when he went to check on the family whose child had gotten lost near the Darkwood he found the house abandoned with a thick layer of dust covering everything.
The Mayor questioned the neighbors about this and they reported that no one has lived in that farm for nigh on thirty years now, the family, and the child it would seem were an illusion, a lie, or something else entirely it would appear ... Shrugging the man thanks you anyway and hands you each a pouch of gold, along with Jase's though from it he takes a nearly a third of it to pay the healer for their services. With that he thanks you and turns with his guards at his heels leaving you all to do as you wish. You could visit the shops, go to the village's rather modest library, or perhaps visit the healer to learn of her services?
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Chainmail Vest [Armor: 1, Cost: 25 Gold]
Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
(Ethereal Only) 6 Dead's Bane Arrows [Atk: 2, Undead Bane, Cost: 50 Gold]
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]
HP: 15/15Level: 2
XP: 0/20
Gold: 50
Equipment:Darkwood Stave [Atk: 3, Atk. Speed: 1, Reach,
Catalyst]
Concealed Knife [Atk: 2, Atk. Speed: 2, Melee]
Book of Essay and Blank Pages [Can be used to record various things.
Essay on Zombie Weaknesses and Advised Combat Methods, Nineteen Pages are Blank.]
Memnok's Guide to the Basics and Fundamentals of Necromancy [
]
2x Rusted Shortsword [Atk: 2, Atk Speed: 2, Melee]
2x Cracked Round Shield [Block Chance: 10%]
Crude Battleaxe [Atk: 5, Atk. Speed: 1, Melee,
Unwieldy]
Rotted Crude Shortbow [Atk. Speed: 1, Ranged]
Trait:Exceptional Potential - You gain 25% more Experience
Gained 3 HP
Choose one of the following:
Traits
Bookworm - +2 to Rolls to Garner Knowledge from Books, to transfer knowledge from one source to another, etc.
Keen Observations - +2 to Observation Rolls when recording information for Essays, Scrolls, and the like.
Staff Focus- +2 to Accuracy Rolls when attacking with a staff, +1 to Spell Accuracy when wielding a staff.
Scavenger - +2 to Searching and Scavenging Rolls.
Hardy - +3 HP
OR
Skills
Master Orator - Automatically pass orate rolls when trying to pass the benefits of Essays to the entire party via reading them aloud. 5 Turn Cooldown.
Strike Weakpoint - You lash out at the enemies throat with your weapon at a weakpoint, upon a successful hit you do +2 Damage and Stun the enemy for a turn. 4 Turn Cooldown.
HP: 12/12
Armor: 1
XP: 7/10
Gold: 30
Equipment:
Short Spear [Atk: 4, Atk. Speed: 1, Reach]
Hardened Leather Vest [Armor: 1]
Trait:
Sure Strikes - You gain +2 to accuracy rolls when using melee weapons.
HP: 12/12
XP: 9/10
Gold: 50
Equipment:
Woodcarver's Mallet [Atk: 3, Atk. Speed: 2, Melee]
Trait:
Sure Strikes - You gain +2 to accuracy rolls when using melee weapons.
HP: 12/12
XP: 7/10
Gold: 50
Equipment:
Shepherd's Crook [Atk: 3, Atk. Speed: 1, Reach]
Trait:
Charismatic - +2 to all Charisma Rolls
HP: 15/15
Level: 2
XP: 2/20
Gold: 50
Equipment:
Hunter's Shortbow [Atk. Speed: 2, Ranged]
Leather Quiver [30 Small Game Arrows (Atk: 2)]
Necromancer's Femur Bone [The Femur of a Necromancer you slew in the Darkwood.]
Trait:
Marksman - You gain +2 to your accuracy rolls when using ranged weapons
Gained 3 HP
Choose one of the following:
Traits
Ambidextrous - You can wield two weapons (two daggers, dagger and shortsword, etc.) without penalties.
Thrown Weapon Mastery - +2 to Accuracy Rolls when throwing weapons meant for the task.
Stealthy - +2 to Stealth Rolls.
Hardy - +3 HP
OR
Skills
Called Shot - You may make a shot at any specific area of a foes body, and it will have the same effects as listed on the crit chart. Imposes a -6 to the Accuracy Roll when calling headshots, and a -4 in all other cases. Reduces Atk. Speed to 1. Only works with bows.
Quick Fire Arrows - When used your atk. speed is doubled while using bows, but at a -4 to Accuracy Rolls. 5 Turn Cooldown.
Steady Shot - You take your time for your next attack granting a +2 to Accuracy Rolls that turn while using a bow. 5 Turn Cooldown.
HP: 12/12Armor: 1XP: 9/10
Gold: 50
Equipment:Imperial Longbow [Atk. Speed: 1, Ranged,
Powerful]
Leather Quiver [15 Iron-Tipped Arrows (Atk: 3)]
Leather Quiver [12 Stone Arrows (Atk: 2)]
Hardened Leather Vest [Armor: 1]
12 Necromancer Bones [Meant for Arrows.]
Trait:Marksman - You gain +2 to your accuracy rolls when using ranged weapons