Sorry for the huge wait. I hit a bit of a creative slump. That, and happy late Thanksgiving!
The nobleman's name is Aurijan van Sparrow
Roll 55
The nobleman owns a rather large riverboat known as the
Artemy. She was pulled by horses from the night, for the lower oar decks were empty this time around; she carried little cargo to require additional power.
You arrive by boat to the Marianas Estate, which is located just along the Ranj neighboring a large port. The post-Ashstorm hails have subsided, but over the past night there was a windstorm that damaged many trees in the region and caused some dikes downriver to overflow. As a result, there are men working as contractors all over the port, offering repair services to disgruntled noblemen who've come looking for professionals.
Willem's Guild in particular has taken to advertising their speed and craftsmanship all across the streets, even paying beggars to flaunt signs and spread the word. Many a local craftsman have been angered by this, and a small mob is gaining traction. So far, three Willem's officials have been tarred and feathered.
The estate itself is located on a hill overlooking the port on the west side. The southern wing not only has a grandoise balcony overlooking the water, but a set of winding stairs lead to a small boatyard with three small vessels and a large space for the
Artemy.
The nobleman himself was greeted by dozens of servants, who knelt at the shoreine as the
Artemy passed and came up the hill afterward.
((Repeated to everyone for visibility))
...
At the estate, it seems there is a man called Von Riffbach selling hydroguitars like those in the marketplace at Tyron. He has a large following about him, eager to hear him play the instrument. When he plays it, however, a group of peasants toward the edge of a crowd, near a building, begin to go on a rampage, wailing incoherently, and only cease when they are subdued.
...
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 pair of iron knuckles, spiked. (Attack power: 3)
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 31 arrows in your quiver (Attack power: 1)
You have 25 Hours
You wear leather armor (+1 defense die)
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
The nobleman owns a rather large riverboat known as the
Artemy. She was pulled by horses from the night, for the lower oar decks were empty this time around; she carried little cargo to require additional power.
You arrive by boat to the Marianas Estate, which is located just along the Ranj neighboring a large port. The post-Ashstorm hails have subsided, but over the past night there was a windstorm that damaged many trees in the region and caused some dikes downriver to overflow. As a result, there are men working as contractors all over the port, offering repair services to disgruntled noblemen who've come looking for professionals.
Willem's Guild in particular has taken to advertising their speed and craftsmanship all across the streets, even paying beggars to flaunt signs and spread the word. Many a local craftsman have been angered by this, and a small mob is gaining traction. So far, three Willem's officials have been tarred and feathered.
The estate itself is located on a hill overlooking the port on the west side. The southern wing not only has a grandoise balcony overlooking the water, but a set of winding stairs lead to a small boatyard with three small vessels and a large space for the
Artemy.
The nobleman himself was greeted by dozens of servants, who knelt at the shoreine as the
Artemy passed and came up the hill afterward.
((Repeated to everyone for visibility))
...
There are merchants all around, this being a trade hub. Most of them are from the outer reaches of the empire, especially downriver. It seems a lot of their wares are random loot from underground dungeons.
For some reason, there seems to be a shortage of underground dungeons in the Ostlands, and the Ostlands only. They must have been cleared out a long time ago.
There is, in fact, a dungeon nearby! A state dungeon, to be exact, according to the peasants. These prisons are funded by the crown and staffed by the church, whose thoughtform specialists are more than capable of subduing even the most heretical of heretics.
...
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 (+2): Dark tendrils emerge from the book, ensnaring enemies that fail to dodge.
Unending Phantasmagoria (+2): 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 a Steel Halberd (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)
You have 10 Javelin memories (lucid)
You have about 15 Hours
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
The nobleman owns a rather large riverboat known as the
Artemy. She was pulled by horses from the night, for the lower oar decks were empty this time around; she carried little cargo to require additional power.
You arrive by boat to the Marianas Estate, which is located just along the Ranj neighboring a large port. The post-Ashstorm hails have subsided, but over the past night there was a windstorm that damaged many trees in the region and caused some dikes downriver to overflow. As a result, there are men working as contractors all over the port, offering repair services to disgruntled noblemen who've come looking for professionals.
Willem's Guild in particular has taken to advertising their speed and craftsmanship all across the streets, even paying beggars to flaunt signs and spread the word. Many a local craftsman have been angered by this, and a small mob is gaining traction. So far, three Willem's officials have been tarred and feathered.
The estate itself is located on a hill overlooking the port on the west side. The southern wing not only has a grandoise balcony overlooking the water, but a set of winding stairs lead to a small boatyard with three small vessels and a large space for the
Artemy.
The nobleman himself was greeted by dozens of servants, who knelt at the shoreine as the
Artemy passed and came up the hill afterward.
((Repeated to everyone for visibility))
...
The group you weaseled your way into travelling with seems to have other things on their minds. You can tell by where their focus is.
The estate itself is very large, almost befitting a duke. But alas, this nobleman is hardly a count. You are able to discover that he is the third son of the duke of Helmholtz, whose misdeeds are told of from Zinsky to Yohan. He has tried to distance himself quite a bit, even adopting a new family name (House Sparrow, rather than house Jackalope). There are many members of house Jackalope present, however, living at Marianas in exile.
...
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
The nobleman owns a rather large riverboat known as the
Artemy. She was pulled by horses from the night, for the lower oar decks were empty this time around; she carried little cargo to require additional power.
You arrive by boat to the Marianas Estate, which is located just along the Ranj neighboring a large port. The post-Ashstorm hails have subsided, but over the past night there was a windstorm that damaged many trees in the region and caused some dikes downriver to overflow. As a result, there are men working as contractors all over the port, offering repair services to disgruntled noblemen who've come looking for professionals.
Willem's Guild in particular has taken to advertising their speed and craftsmanship all across the streets, even paying beggars to flaunt signs and spread the word. Many a local craftsman have been angered by this, and a small mob is gaining traction. So far, three Willem's officials have been tarred and feathered.
The estate itself is located on a hill overlooking the port on the west side. The southern wing not only has a grandoise balcony overlooking the water, but a set of winding stairs lead to a small boatyard with three small vessels and a large space for the
Artemy.
The nobleman himself was greeted by dozens of servants, who knelt at the shoreine as the
Artemy passed and came up the hill afterward.
((Repeated to everyone for visibility))
...
It is snowing, hard.
The Tarca Riflemen are here. They actually have a post located inland, and a small barracks at Kilbis houses about thirty who typically perform this kind of escort work.
Some of the locals give you this strange, revering look. It's almost like they recognize you. One townsperson in typical garb walks up to you and asks you if you are Leonhard Amsel.
...
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. 6 Hours per hour for escort.
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
The nobleman owns a rather large riverboat known as the
Artemy. She was pulled by horses from the night, for the lower oar decks were empty this time around; she carried little cargo to require additional power.
You arrive by boat to the Marianas Estate, which is located just along the Ranj neighboring a large port. The post-Ashstorm hails have subsided, but over the past night there was a windstorm that damaged many trees in the region and caused some dikes downriver to overflow. As a result, there are men working as contractors all over the port, offering repair services to disgruntled noblemen who've come looking for professionals.
Willem's Guild in particular has taken to advertising their speed and craftsmanship all across the streets, even paying beggars to flaunt signs and spread the word. Many a local craftsman have been angered by this, and a small mob is gaining traction. So far, three Willem's officials have been tarred and feathered.
The estate itself is located on a hill overlooking the port on the west side. The southern wing not only has a grandoise balcony overlooking the water, but a set of winding stairs lead to a small boatyard with three small vessels and a large space for the
Artemy.
The nobleman himself was greeted by dozens of servants, who knelt at the shoreine as the
Artemy passed and came up the hill afterward.
((Repeated to everyone for visibility))
...
Efa much preferred to be downlevel inside the ship's hull, despite the nobleman's pleading. He agreed, but only after "cleaning things up" for about thirty minutes.
When she finally left the ship, there was a small burst of flame in the ship's cargo hold, which did not damage the ship much but created an audible blast. The nobleman seemed shocked, and appeared relieved when he saw Efa milling about, but he still seemed worried even after.
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 5th hour after noon. The sky is filled with clouds and it is snowing heavily.
(Next hour: Turn 65)