Ok, everyone's in. Let's roll.
[Lots of rolls, please scroll down in that section]
Acheron
-Identification: 4
-Does it *seem* aggressive?: 7
-Fleeing direction: 9+1=10
Tisreus:
-Stealth: Auto-fail
--Encounter?: 9-2=7, reroll
---Encounter?: 7-2=5, no
-Loot?: 6+1=7
[Note: +1 to loot is for disregarding stealth]
Tukay:
-Stealth: 9
-Loot?: 10
--How much? (1d6): 6
---Loot 1, money/stuff?: 1, money
----How much?: 2
---Loot 2, money/stuff?: 2, stuff
----Quality (2d6): 5, passable
---Loot 3, m/s?: 2
----Quality: 3, poor
---Loot 4, m/s?: 1
----How much?: 4
---Loot 5, m/s?: 1
----How much?: 1
---Loot 6, m/s?: 2
----Quality: 8, ok
Arceriun:
Magic Rediscovery: 3+1-2=2
Arceriun tries to study his spellbook, poring over it for hours. He gets a headache. Then he remembers that it took generations for anyone to rediscover magic; the tales of I the Rifja, the most brilliant entity in the world and the first to rediscover magic, still tell that it took decades before they had returned to the open seas with a usable amount of magic available to them. It would seem to be a miracle that Arceriun still had any usable magic at all.
Unfortunately, it was late by this point.
Inanis, you won't be able to act next turn.
Meanwhile, Tisreus and Tukay are still out in the city, engaging in looting.
Tisreus manages to not be spotted mostly by virtue of the fact that there aren't many people around at all. However, there doesn't seem to be much around to scavenge, either. He does manage to find some damaged armor that used to belong to one of the city guards. He wonders what happened to them all.
Tukay, on the other hand, does much better. He stays quiet and unseen, and ultimately locates a stash. There's quite a decent amount of money in here - 23 coins - and some moderately decent equipment.
First, a somewhat beat-up telescope; the enchantments on it don't work anymore, but its mundane properties still do.
Second, the head of a blacksmithing hammer, and about half of the handle. That part will need to be replaced, but the head is still of serviceable quality.
And finally, a broken and dulled sword. You're not sure why this was here... actually, it was probably a keepsake or heirloom. It doesn't matter much, though. It's in bad shape, but it's probably better than going into a fight with your bare hands. And besides, you could probably repair it.
Finally, Acheron is taking a look at the animal.
...
Nope, they can't identify it. Too hard to see stuff from this far. But it doesn't seem too aggressive? You don't think you'd want to provoke it, though.
They lose interest, and try to see where the fleeing animals may have went. It appears they went... west, you think. Or maybe northwest. Yes, definitely northwest, toward the Seas of Glass and Fire. Odd.
It occurs to you that the lands held by the Keepers of the Pillar is soutwards.
Just so we're clear on the looting rolls: if you roll a 2, you get a bad encounter, a 3 or 4, you get nothing, a 5 or 6, you get one item, left up to the dice, a 7, something that I think is useful but not much else, an 8 or 9, I roll a d3 for how much stuff, a 10, I roll a d6, an 11, you get a full 6 items, and a 12, there's the 6 items but I'll roll for how bad the complication is. And also, no, the money quantities aren't one-to-one, they're based on what seems right to me for what you rolled. That sound good to everyone?
Also, encounters. If you fail or ignore stealth, you'll have to roll for if there's an encounter; if it's above 7, there is, if below, there isn't. Modifiers down are for if there isn't much around to encounter, while modifiers up are for if it's crowded place. How bad the encounter is (or good) is determined by a separate roll.