Turn 4: Hunting using an arrow storm
head off AFTER burning down the forest.
[2] You were about to artillery firebomb the forest when your fellow travellers tell you to stop trying to burn everything.
Drex: "but, there could be spies, assassins, wolves, etc in there... and maybe some birds."
Arngrim: "Hearest drex. Once we haveth found and captured the tyrant you can set him on fire and use him as an archery target at the same time. But for the moment we shouldn`t draw too much attention on us."
Drex: "hmph. fine."
go to the forest and randomly slaughter wild animals.
[2] You go to the forest and fail to find anything.
RAAAEEEEGGGG!!!
[4] You roar angrily and shoot dozens of arrows into nearby trees and anything that moves, making pincushons out of them. After expending your rage, you discover that in your rage, you have hit three birds that had gotten scared by your initial volley and apparently impaled a squirrel and it is stuck halfway up a treetrunk. You gather said birds, which are pretty big, and the squirrel but you're not so sure if you want the squirrel.
"I, for one, would like to know what is going and put a stop to it."
*notices what Drex is about to do*
"Hey, stop that! We have enough problems as it is."
Ask around the town for info. If there is time, make some magical trinkets to sell while we are here.
[1]
Torc cancels make magical trinkets: create materials roll fail. ((Sorry man. Also you don't actually need a create materials roll, was just going with the epic fail)). [5] After failing miserably to make anything with your tools, you decide to ask around for information and gather alot of importaint information about the region, the Tyrant, and even talking shop with the local blacksmith.
"Stop that Drax, now I think that this madman needs to be stopped, but first some fun"
start stealing weapons and giving them to the peasents, then releave drunks of thier coins
[6]Woot! Time for some son of a trickster god based fun! You find a barracks full of bored soldiers, steal their weapons 'Hey, guys, I'm just the weapon tax collector, don't mind me, gotta collect those weapons, for tax!", then give them to random villagers, whom you mind trick into thinking the weapons are theirs. Unfortunately, the soldiers recognize you now and just might arrest you on sight if you hang around the area too long. Afterwards, you relieve some drunks of their cash and get [4] 40 coins.
Mind control people to rise up against the tyrant around the village
[2] Somehow you fail to mind control anybody to rise up against the tyrant. Either the people you tried to mind control are too scared of the tyrant to fight him or just don't have the will to do so, or you tried the wrong people. Doesn't mean there aren't resistance cells somewhere.
"Guys, calmest down. We can`t know whether they support they tyrant or not." Arngrim sighed. "Madmen." He mumbled in his beard.
"Oh, Odin mayest thou have mercy with thy humblest servant. I guess i`ll need it."
Arngrim performs a little rune ritual, wishing for luck. Then he follows Torc, seemingly the most reasonable guy of the group, and helps him to gather information. (About surroundings, the tyrant, work, everything.)
[1] You simply stand there, taking in the sights, not talking or anything.
Converse with the villagers. Hold off using my powers for now, don't want to unsettle them.
[5] You converse with the villagers and like Torc did, get a good deal of information about the surroundings, the tyrant, and some other small talk.
Digital Hellhound/Alethe
Health: Excellent
Statuses: None
Equipped:2x throwing daggers and a deceptive baton type club (both belted)
Powers/Abilities: Mind Control, Illusions, Invisibility
Inventory: Greek style travelling clothes, a bag of 10 coins,
a deceptively nonlethal baton type club, two throwing daggers, and
a iron chainmail shirt.
dwarfguy2/Drex
Health: Eyes are slightly on fire and smoking, otherwise fine.
Statuses: None
Equipped: Dagger (belted), bow (in hand), four animal corpses (in hand)
Powers/Abilities: fireball,
bow and arrow, summon imp,
Resistance/invulnerability to fireInventory: Belt, quiver, bow, dagger, three birds and an impaled squirrel.
LordInquisitor/Arngrim
Health: Max
Statuses: None
Equipped: Bag of runes (belted), sword (belted), shield (belted), javelin (tied to back)
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals
Inventory: Leather, Norse style clothing, has a big fur cloak,
a bag containing his whole set of runes, a Viking era style sword,
a ‘shield', and a javelin.
Wolfchild/Tharin
Health: You are one healthy demi-coyote.
Statuses: None
Equipped: Knife (belted), extradimensional satchel (belted)
Powers/Abilities: Shapechanging (Cosmetic and functional), Illusions, Minor Telekenesis
Inventory: Native american style leather trousers, leather vest, finely crafted knife, decorative headband, healing herb stash,
an extradimensional satchel , 40 coins.
MagusBlack/Torc
Health: Your inner fire is at maximum.
Statuses: None
Equipped: Backpack, artifact hammer (in backpack)
Powers/abilities: Godly forging, fire magic,
hitting things with hammersInventory: Travellers clothes,
fire-proof backpack filled with all the tools that a traveling Omni-smith needs,
a large, beautifully crafted hammer made for both battle and smithing that was gift from Hephaestus himself,
heat-resistant steel chain-mail.
RNG/Neberhar
Health: Maximum.
Statuses: none
Equipped: Fighting staff (tied to back)
Powers/abilities:
Control Weather,
Peace,
Void, and Can levitate in the air (More practice needed before flight capability).
Inventory: Thin silk and linen travelling clothes, and a long fighting staff.