Roll 14
"You would deny the faithful passage throughout His domain?" Willhelm waves his hand, indicating the ruins of the church "And thus His servants are denied passage, while the dark ones prey upon the travellers of the land, attacking all on sight like the bloodthirsty beasts that dwell inside of their souls."
Robe guy: I grant you safe passage through my barony...
He holds his arm out, as if to suggest the ruins in their entirety belonged to him.
Robe guy: ...if you intend no harm.
The "brothers" all turn toward the robe guy, kneeling before him. Even the maceman abandons his wound and walks out of hiding, kneeling with the others.
[2][4] Robe guy responds again, this time with much more hostility than before.
Robe guy: You ignore my question, however. What is your intention? Who sent you?
...
You have an uncharged large greatbow (Attack power: 3 (charged), 1 (uncharged)) (charging takes one turn of preparation)
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
Injuries:
none
...
"Well... I guess your claim is accurate, or at least falsifiable." Turning to the new shady man, Zikal explained their situation. "There was a shady man who gave the order to attack. We did not intend to stay for long, we simply came for a rest, and happened upon an unguarded chest. We shall trouble you no further." His thoughts, however, were much less cordial. A group of old men hiding in an old castle. One of them even murdered a king! I doubt we will be left un-accosted.
Back away from the old men. Keep a javelin prepared in case of attack.
[3][3] The robe guy responds, albeit harshly.
Robe guy: So that's it... what business had you about my items, then?
You recall the dagger, the crown jewel of the collection in the box. It was ornate, but completely useless as a real weapon. The weighting was completely improper. And such a short blade wouldn't do either way. Obviously ceremonial, perhaps from some cult, somewhere.
And then it dawns on you. The chest was out in the open, surely not a secure place. And the strange person came from a hatch in the ground... a hideout of sorts. Why not keep the chests in there? Why leave them in the open? Why, they must have been decoys... to attract a certain kind of person. Are you that kind of person?
[3][3] Robe guy continues:
Robe guy: You intended to rest? At an old ruin? And once you arrive, you look about, looting chests? I must be paranoid if that is the truth.
He raises his face, revealing a steel gray smile beneath the shadow.
Robe guy: But I suspect it is not. Are you of the Order? Were you sent by that abbot Narma? Or by the wretched highpriest Zelox of Vin? I have no words for your kind but those in my books...
He reaches into his robe for something.
...
The Maceman's arm is damaged (3) and broken (cannot use weapon)
...
You have a black empty tome (black tomes must be written in red ink, and gain +2 positive dice if inscribed with an illusionary spell)
You have a Beech Javelin (Attack power: 3 (thrown), 1 (stab))
You have 10 Javelin memories
You have about thirty Hours
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
You remember a ceremonial dagger
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
Injuries:
none
((Is it possible to replace his leg with a replica, or heal his leg?
((I assume this is what you want to do, and yes, you can. If you want to dispute this, I can reroll.))
A simple healing ritual should not be that difficult. You know what a leg looks like, you simply need to prepare a mental image to combine it with the man's finger. [4][6] This takes you a quarter of a second, during which your eyes flash green.
The beggar's looks on in anticipation.
You hold your palm open against the crippled leg. In your trance, you utter some words without conscious thought:
Archae: *monotone* Rise, and walk.
The beggar looks upon you in disbelief, but decides to trust you anyway. [3][6] And lo, he stands, his foot morphing almost innocuously to a healed form.
The guard you saw earlier takes off sprinting along the path the soldiers took.
((Note that I've updated your "Mystical Learning" trait to better reflect what I intended as "simple" originally. As in short-ranged))
((The following happens regardless of whether or not you reroll.))
As you finish, you feel a gale wind almost knocking you forward off your feet. You glance to the side, seeing a rapidly-expanding cloud of dust behind... some kind of creature. A flat one, mounted by a short girl with a long, flowing, brightly-colored dress that blends into the dust cloud. A miracle that air drag doesn't knock her off the animal...
Out of the inn comes a dashing trooper, with a huge sword on his back as well as a long gun and a smaller sword with a rather expensive-looking guard. He seems to be coming after the girl, but the creature she is riding is much too fast.
...
You have recently used "snake's fangs" in a spell (+1 negative die to repeated casts)
...
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 about 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 (other than damage and status effects caused by the damage)
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
>Magical memories and thoughts last longer.
Cannot Speak
>Silence is golden
One-Eyed
>Your targets gain +2 positive dice if you attack them from a distance
Injuries:
none
((Not a lot of time to dig through the thread and write down a good reply to her, but I don't wanna hold up any turns, therefore:))
Leonhard scratches his beard with the tip of his fingers. "I see. Well, if you really wanna know and you can find him before I do..."
Describe the astrologer and the direction he escaped towards. Then give chase.
[5][5] You tell the girl what the astrologer looks like. She doesn't seem to pay attention, for the most part, for her attention is focused on the beast she is riding. She seems to be... scratching the area behind one of the ray's upper eyes with the heel of her shoe.
Girl: Black and white guy with a hat. I'll kill any that I see.
The elf pulls a rope from one of many pockets hidden on her dress, then coils the rope through the mouth of the giant ray, around its teeth. Without parting words, he gives the creature a tug and the two disappear in a blast of air. You struggle to keep upright.
[3][1] By the time you leave the inn, the ray has already made it down the center of the road (usually reserved for carts) to the next intersection, having kicked up quite the dust trail. It's far too quick for you to hope to chase, but the astrologer couldn't have gotten far either.
The girl glances both ways and then appears to notice something, disembarking immediately and allowing the creature to dash quickly down the street to the right, past the corner of a pawn shop. She follows it walking, and you notice that her dress has changed color to an earthy brown, similar to that of the road. This capital has mostly dirt roads in the outer wards, with most of the paved ground concentrated around the university and inner wards just outside the walls.
The ray (you remember it's name: Karlo) and rider seem to have missed three alleys aside from the one next to the inn. The one just across the street leads to the supermarket, and you are familiar with it. You think you see a person knocked down out in the distance, just at the entrance to the market, in the midst of a crowd.
...
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
Injuries:
none
I nod twice and take a step backwards, looking up at him silently and hoping he'll ask the right questions or at least stop attacking me.
The noble brandishes his weapon. It glints in the light from your silhouette.
Nobleman: Jahkob, I am in your shoes!
[5][6] The nobleman betrays your silence and runs forward. He swings his sword in a wide-sweeping attack to keep you from sidestepping, [5][3] but you hop back to avoid it.
Nobleman: If you are truly a messenger of the divine, then my sword cannot harm thee! Why do you step back?
The man appears strong judging by the attacks. If you do get hit, it will hit hard. ((Nobleman gets 2 positive dice toward his attack roll))
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
Injuries:
none
It is the 3rd hour after noon, and the Twin Suns are obscured by a cloudy blanket. (Next hour: Turn 20)