Roll 21
"Uh no, I haven't seen anyone in this area. Thank you for saving us. What may I call you?"
Unknown: Oh forgive me, I forget that humans don't all know who each other are! I am Lily. I don't have a last name like you, because I wasn't born to a family.
Lily sees your dagger in hand.
Lily: Hey, why is Master's dagger bloody? Did you...
Her once-bright expression turns immediately to anger.
Lily: You lied! You killed him! I... you're just here to loot his stuff, aren't you? I don't care about master, just take what you want and leave...
Tears start streaming down her face again.
...
Your whole body is burned (1)
...
You have 3 black empty tomes (black tomes must be written in red ink, and gain +2 positive dice if inscribed with an illusionary spell)
Silent Wind of Night: Dispells all nearby items and detatched effects, regardless of origin. Shapeshifts, summons, and polymorphs are unaffected.
Phantom Lake Essence: Dark tendrils emerge from the book, ensnaring enemies that fail to dodge.
Unending Phantasmagoria: Dissolves a dead body to create a reanimated ghost in place of this tome. The ghost can use Shadow Blink and drops a black spell tome upon death.
You have a stack of spell tome pages and a black cover
You have a bloodied ceremonial dagger (Attack power: 3) (attaches to target and Drains it, suppressing it) (remembering a memory teleports this weapon to your hand)
You have a Beech Javelin (Attack power: 3 (thrown), 1 (stab))
You have 10 Javelin memories (lucid)
You have about thirty Hours
You have a royal goblet, a golden watch, and some jewelry
You remember the Lady of Winter
You remember a giant eye
You remember many pixies
You remember a band of Arinthian soldiers and some bandits
You remember a bandit sinking into the ground
Traits and Skills:
Forest Ranger
>Gain +2 positive dice when navigating and moving through the wilderness, as well as performing stealthy actions
Javelineer
>Your targets get +2 negative dice when you target them with a javelin
Noble's Education
>Gain +1 positive dice when learning from writing or conversing about literature
Shapeshifter
>You have unlimited strong memories of forest animals
Cynical
>Others will press any advantage...
Xenophobe
>Foreigners always disappoint
Willhelm looks to Zikal, then at the girl. He just gives an awkward smile and a small wave.
Let my compadre do the talking. inspect my shiny new bow I picked up earlier.
The red bow is far too flexible to be truly made out of gems. It handles more like some kind of sap material, but without any bubbles and imperfections that you would have seen before. It is encrusted with twisting reeds and tassels made from fern shoot. You get the feeling that it is fully natural, like something a Sylvan would craft. Still, the Sylvans are a race that resides in the swamps and jungles beyond the great desert. What could their handiwork be doing all the way here?
When you draw an arrow, the whole bow hardens and makes a crackling sound, although it doesn't show signs of damage. When you remove the arrow (you don't fire at the stone walls inside), the bow is wider than before, but soon the string contracts and pulls the bow back into its rest position.
...
Your whole body is burned (1)
Your left arm is bruised (1)
...
You have a schematic of an iron arrow trap
You have a steel axe (Attack power: 1) (Deals piercing damage if the attack connects but fails to pierce)
You have an iron mace (Attack power: 2) (If the target has less than 2 damage, deals piercing damage)
You have a charged large greatbow (Attack power: 3 (charged), 1 (uncharged)) (charging takes one turn of preparation)
You have an uncharged Quickbow (Attack power: 1. Can fire twice per turn.)
You have 13 arrows in your quiver (Attack power: 1)
There is one recoverable arrow near the Old Fortress Mound
You have an important scroll in a copper cylinder
You have about one hundred Hours
Traits and Skills:
Man of Steel
>Gain +1 positive dice when using melee weapons
>Your opponents get +1 negative dice when attacking you
Fists like Hammers
>Gain an additional +1 positive dice while unarmed
Bow Mastery
>Your targets get +2 negative dice when you target them with a bow
Illiterate
>What's a book?
Amnesia
>You have forgotten many things
"Where is your friend and what was the real reason for the fight with the innkeeper? Was it ya telling his business sucked? Don't think so after all that. Why was that room all messed up? I want all the truth. All o' it." he grumbles, at least letting the man breathe properly but keeping him pinned to the ground, all the while keeping a watchful eye on the newcomer. "And ya?"
More explanations are in order.
Astrologer: Yeah I lied. Whaddaya think? I'm going to take off as soon as I can from this town, it's too unsafe to stay here with Kari on the loose. I threatened the man at ghunpoint because the job had to be done. I wasn't
planning to shoot him, he just sorta didn't take kindly to having a weapon pointed at his face so he tried to grab the weapon outta my hand. You know the bullet missed, right?
Though you are currently focused on the Astrologer, you notice the ground around you getting brighter. You don't plan on looking up, because this is a phenomenon characteristic with the start of an Ashstorm. Soon it will be scorching outdoors.
...
You have a Zweihänder slung on your shoulder (Attack power: 4) (can only be used offensively every other turn)
You have a Katzbalger (Attack power: 2)
You have an arquebus (Attack power: 3) (Your opponent gets an extra positive die to dodge)
You are wearing light plate armor (incoming attacks lose 1 attack power if over 1)
You have about one hundred and fifty Hours
Traits and Skills:
Charisma
>Gain +1 positive dice when speaking with others and persuading them
Veteran
>Gain +1 positive dice to defense rolls, and your enemies gain +1 negative dice to their defense rolls
Swordmaster
>Gain +1 positive dice to attack rolls with long, bladed weapons
Sharpshooter
>Your targets get +1 negative dice to their defense rolls
Noisy
>You get +1 negatice die to stealth, and an additional +1 negative die if you are wearing armor
Old Pains
>In cold weather, without thick clothing, you get +1 negative dice to all actions
"I...." says Archae, getting used to the peculiarities of being able to speak. "My name is Archae, and I am asking you why your cat attacked me. Also, what is that man doing on the ground?"
The cat accosts you once more, this time latching its teeth directly onto the crystal in your pocket. It screeches, drawing odd looks from the various travelers and merchants around you.
While you struggle to keep the cat away, you notice something strange about the ground. It's getting... brighter. You glance around for a bit and notice that every bit of metal exposed to light is now reflecting brightly and hurting your eye.
...
You have a green poison slime with Paralysis
You remember a red, blue, and a green spell-slime (weak)
You have a spiny walking stick (Attack power: (attacking head) 2, (attacking other parts) 1)
You have a silversteel falchion (Attack power: (on odd swings) 3, (on even swings) 2)
You remember your time in the wilderness well
You have some sandwiches and citrus
You have a Sprite Trap, labelled with the words "Samantha Magdelene, professor at U.T"
You have seventy-five Hours
Traits and Skills:
Mystical Learning
>You can create and cast simple (complexity of 1 or less) Aganis spells on the same turn. Spell complexity:
+1 if range is longer than 1-2 yards
+1 if multi-target
+1 if effect lasts more than a single turn, or if a creature is created
+1 if created creature is more complex than a slime
Animal Handler
>Gain +2 positive dice whenever animals are involved, unless you are hunting them
Wilderness Survival
>Gain +2 positive dice for actions involving gathering natural resources, starting fires, tracking, and other survival skills
Photographic Memory
>Weak memories become strong if you successfully cast them the first time
Cannot Speak
>Silence is golden
One-Eyed
>Your targets gain +2 positive dice if you attack them from a distance
wait, watch, and listen
You notice that things are getting quite brighter outside, especially the rooftops. You feel heat on your back.
Person B: Say, Math Spirit, how about you tell that librarian over there to go take a hike?
Person A: What? The spirit would never ag--actually, go ahead and keep the book. I need more physical activity in my life.
You poke your head down to watch what happens next. The librarian simply leaves, while the other person stands smiling. You catch a glimpse of the book spirit, or "Math Spirit" as the man called it, as it recedes into the book. It looked like a white
tetrahedron, but whose appearance changes dramatically as you move your head around and view it from different angles, but remains constant when you keep still. It doesn't seem to follow ordinary geometry.
The buyer--or former buyer--appears to be a foreigner (although she was well-versed in Ost from what you can tell). She keeps a long scarlet robe around her body, wears white mittens on her hands, and has a wide leathery hat that covers her eyes. The hat itself is a brighter shade of red than the cloak, and it is covered in round white spots.
[5][6] The buyer notices you as you watch. Unlike the nobleman from before, she does not respond with aggression.
Person B: Say, is that another spirit I see? I had thought this era of progress and science had scared most of the natural ones back into the forest.
She chuckles.
Person B: Well, if you're one to speak, you can call me Efa, Efa Dargloom.
Traits and Skills:
Secret Powers
>DoOOoobillidabidydappidydap dipigillidydapda!
Current Stat Modifiers:
+0/0 positive dice to attack rolls
+0/0 negative dice to enemy attack rolls
+0/0 positive dice to defense rolls
+0/0 negative dice to enemy defense rolls
It is the 3rd hour after noon, and the clouds are sparse. Ash is very bright right now. (Next hour: Turn 22)