Round 1: Turn 2
Settlement: Village; Population: Human; Stores: Temple (Human), Thieves’ Guild
Players: tntey, Urist McCoder, Salsacookies, and Toaster (in encounter)
tntey Encounter: Needy Priest (1/3)Weeping is something of an odd phenomenon. To cry casually is looked down upon, as though a few tears betrays both a weakness of character and a lack of commitment to your sadness. But weeping is recognized as genuine, whether the person who weeps is male or female, young or old, rich or poor. Or a priest.
What do you do?((I feel I should give you some sort of bonus. You drew this card, and it had nothing to do with you mentioning the temple. But you did. Nonetheless, no extra points for you!))
Urist McCoder Encounter: The Lost Farm Animal (1/2)Not all adventuring is glamorous. Some of it involves latrine pits. This adventure involves a sheep.
You found a farmer who was cursing at the open air, and you were faced with the options of walking far around him, or asking him why. You can't simply casually walk past somebody literally shaking his fist in the air and shouting. He told you that there is a sheep of his which is lost, and she is precious to him. A part of his family. You'll know her by the red ribbon around her neck, or by the crescent moon mark on the back of her left ear. He asks that you return her if you see her.
What do you do?Salsacookies Encounter: Thief in the NightInstinct that led you to walk past a dragon in the night led you to seek out this thief. It was your gold he was after! You were positive! And you saw him, creeping around in the street, just a short distance in front of you. (Encounter card played)
What do you do?Toaster Encounter: Merchant Caravan (2)After the group gets farther away from village, you settle in for the night, taking shifts at keeping your look out. But you expect no more trouble, it's really only Humbroldt itself which harbors so many criminals. And in the morning you make easy time to your destination. But the merchant squabbled too long over prices, and the guard drank too long into the evening, and you left for your return journey behind schedule. Either you'll have to brave another night on the road outside Humbroldt, or take another route. The guard says he's heard of a path which cuts through deeper forest to the north, but he's a little on the drunk side to be reliable. Then again, he's a little drunk to be reliable in a fight, so your choices are to trust his word or his sword.
What do you do?
Class: Commoner
HP: 15/15
4 Defense
1-3 Attack
2 Initiative
Inventory: 1 Gold, 2 Grappling Hooks, Knight Snake Hide Armor (+1 Initiative, +4 armor)
Class: Commoner
HP: 13/15
0 Defense
1-3 Attack
1 Initiative
Inventory: 0 Gold, Stiletto
Class: Commoner
HP: 15/15
0 Defense
1-3 Attack
1 Initiative
Inventory: 50 Gold, Stiletto
Class: Commoner
HP: 12/15
0 Defense
3-5 Attack
2 Initiative
Inventory: 0 Gold, Holy Writ (Merchant Caravan), Dagger (equipped)