Roll 52
"Of course. Very thanks. And yes, was with him when he got tiny sword. Were attacked by bandits. Weird people."
Converse. Also explain about the bandits and their powers/weirdness should he ask.
Atarkxi: 'Wierd people?' I understand now. The knife must have passed from the previous owner's possession... to your friend.
He looks at Zikal.
Atarkxi: Whatever that dagger is, it is now your memory. I take it you did not intend to own it, but you likely have no choice whatever your intention. Be warned: if the Church ever catches you misusing that tool which has caused many brothers pain and anguish, I personally shall come and bring you to justice. You may go.
The bishop does ask about the bandits, and concludes that the Ardour cult is now defunct. He crosses it off the lest and states he will be bringing this to the head Bishop sometime soon. You are free to ask for accommodations here.
...
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. Charging it allows you to fire two arrows per attack, four in one turn)
You have 11 arrows in your quiver (Attack power: 1)
You have about one hundred Hours
Traits and Skills:
Man of Steel
>Gain +1 positive dice when using melee weapons, as well as lifting and wrestling actions
>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
"Do not worry, Father. As long as I have memories, no innocent person shall become a victim of this piece of witchcraft. Thank you for your time."
Head out of the Church and find a market where I can barter off my carried goods for hours of equipment.
Atarkxi: I believe innocent is the key word there...
[4][6] You head into the market and barter with some folk. These are the prices you get. You can choose which items to sell.
Silent Wind of Night: 45 Hours
Phantom Lake Essence: 25 Hours
Goblet: 10 Hours (can be haggled based on the material)
Watch: 15 Hours (can be haggled based on the craftsmanship)
Jewelry: 30 Hours
These are also some items you can buy:
Way of Life: 15 Hours; Turns sand particles nearby into temporary, subservient soldiers about a halfling's height. They are not bound by time limit but will disintegrate as they move around.
Eye of the Tiger: 25 Hours; Places anyone touching the book into a trance for three turns. People in a trance cannot use weapons but gain attack power based on the difference between attack and defense rolls.
A masterwork bronze falchion: 45 Hours; (Attack Power: 3)
A steel halberd: 70 Hours (Attack Power: 3) (+2 Attack power if you roll above a 10 on your attack roll) (Enemies get a negative die on their defense roll)
A sharpened meteoric axe: 55 Hours (Attack Power: 2) (+2 Attack power if you didn't attack the last turn)
A clockwork bird: 10 Hours; It isn't capable of flight, but it can walk in one direction as you turn the key on its back
...
--When you present the last item (Unending PHantasmagoria) to a shady-looking foreign fellow, likely from Baguey, you feel a sudden spray of mist in your face, which blinds you temporarily.
When the dust clears, the tome is gone and there is a space in the crowd where the marketplace heads out into the street. There are guards nearby, but they did not seem to immediately follow.
Cursed foreigners!
...
Your whole body is protected by some sort of green glow, visible in the dark (-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 many eyes
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
Maryam then thinks for a moment, tapping her chin with her finger, her earrings bouncing.
Then, she asks the singer to sing.
[4][5][6] She begins to recite a ballad you remember hearing at a Tarcan court. It is a song about love and death and pretty much anything in between--cliche and pretentious as is most upper-class music. But her execution is so flawless that you cannot begin to comprehend how this woman is out on the street.
Then again, she
is inside the royal capitol.
"Hold on a moment," you hear the noble say, interrupting his conversation with the red-robed woman. He appears to the singer.
Noble: You did not tell me you had such an angelic voice. I take back my condemnation of your efforts--I will surely find you a spot at my court if you desire.
...
You have seventy-five Hours
You have an iron dagger
Traits and Skills:
Informant
>You can easily locate opportunities for shady deals. +1 positive dice to persuasion.
The Savant from Savant
>+1 positive dice to deceptive actions, such as tricking people or stalking.
Stumbling Block
>Running away is difficult, both figuratively and literally. You get +2 negative defense dice from a target that discovers your covert actions
Turn 49's actions: See if I can get a six-man squad from The Tarca Rifle Corp., and if so then haggle a bit via persuasion. Also volunteer information on Kari to the Night Witches, and also tell them she's seeking an Astrologer as her mark.
Accept the stop-escort deal.
"What's up, Efa?" Leonhard asks as he approaches the sporeborn-woman.
Agent: Great! Our escorts are present at nearly every major port city. Just be sure to stop there and show them this signature.
Got Tarca Agent's signature...
The nobleman splits off from conversation, leaving Efa momentarily. She whispers as he speaks to a street singer whose voice you just heard. It was beautiful and majestic, a voice fit for a king. Or a kaiser.
"This man is willing to take us to his court on the Ranj. That takes us about... what, a sixth of a way down the Great River? And then we have the middle and blue seas to cross... but it's a start, right?"...
You have a wet black Cloak of Ash (protects against Ashlight and fire)
You have a signature from the Tarca Rifle Corp. agent at Tyron
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 161 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
No Action.
When the nobleman returns he talks to Efa.
Nobleman: I presume he is your husband? Fair enough. Please gather the rest of your family so that we may be off.
Traits and Skills:
Secret Powers
>DoOOoobillidabidydappidydap dipigillidydapda!
Current Stat Modifiers:
+2/(max 2) positive dice to attack rolls
+0/(max 0) negative dice to enemy attack rolls
+1/(max 1) positive dice to defense rolls
+0/(max 0) negative dice to enemy defense rolls
It is the 7th hour after noon. The skies are cloudy and it is hailing rapidly.
(Next hour: Turn 58)