Roth: Look outside to find out what the commotion is.(3) There appears to be mostly usual street life. Whatever the commotion was, it already moved past this area. You do see some people apparently looking for something or someone, though.
Bjorn: Take my shiny new coins (or dirty old ones) and head to the third hand weapon store and use my skills of persuasion to get the owner to give me the best deal possible on a great new weapon for them. Then head back to the tavern and meet up with everyone who isn't being perused by the authorities.(5) The third hand weaponry store is situated in the cellar of a mostly inconspicious building. The owner of the mostly legal establishment ushers you in. There are droves and droves of old, broken and/or rusty equipment down here. You search the piles, find a spear that still looks quite okay (only slightly rusty, wood in good condition as well), haggle a lot with the owner and manage to bring him down to three copper.
You now are the proud owner of an only slightly sub-par spear.
Desmond: Run for the hills (or some other equally conspicous landmark outside of town)(6) The most conspicious landmark... well, that humongous stone statue of an angel would work perfectly, right? You make your way towards it, with great haste and no regards for casualities, until you are at the foot of said statue.
The statue is far taller than any house in the city, situated on a peninsula, and seems to defy the laws of gravity. Into the stone pedestal it stands on words in a strange, forgotten language are engraved, and a local legend mentions it eventually coming to life during a time of great need. It certainly has been here since anyone can remember.
Alf: Oh, great. Vodka. I remember the time I drank a bottle of Vodka by myself. I sigh and look at the mug, then put it down on the table. The sergeant's talking about going to neutral ground, but I'm more interested as to who this thieving pig is. I go outside to watch the spectacle. (Dwarmin, right? :p) If it turns out to be someone I know, I'll try to help him out, possibly by doing the old 'he went THAT way' bit.(3) There is no such thing as a readily-seen spectacle outside. You do try to tell everyone he went south, but they don't listen. Of course, the fact that you are still nude might have something to do with that.
Ochita: I go upstairs to my room, and seeing the locks on the doors I just HAVE to unlock them. And hey, if anyone left stuff behind that door,bad luck. They should have kept it somewhere safe.(6) Yup, the rooms. There are certainly rooms upstairs, but they most certainly don't belong to you. However, none of them are actually locked, with the exception of one room on the far end that appears to be locked with a particularily high-quality lock. Of course, you home in on that door with the accuracy and determination of a sober dwarf who just smelled booze. (1) Your lock-picking skills are not nearly good enough to best this lock. While you are readying for the second attempt, the door is opened from the inside. In the doorframe stands a woman that is best described as... blurry. You can't quite make out where the borders between her and her surroundings are, and her grayish-green eyes give you the indifferent look of someone who has seen too much for his own good, with a glimmer of interest hidden inside. Which might be good, because you could actually escape alive.
Don Fernando: Ask Sarge for orders while I set about building a crossbow from scrap wood.(3) "Orders? Well, Alf here says the ferry goes in three hours. You're free to do what you please until then." With that lack of an order, you go out on the streets to search for scrap wood. However, all the scrap wood you do find is mostly rotten, with the exception of what appears to be half a chair, which still is quite fresh.
Sarge (NPC): Get back to perusing booze.(2) To his visible disappointment, his mug is already empty.
People in the Bar (NPCs): Commence with usual routine.(6) The preparations for the usual three-o-clock tavern brawl are taken back up.
Chasing Mob (NPCs): Where did 'e go?(5) The mob decides to split up and strip-search the city.
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Statuses.
- Status: Normal.
- Location: Road in front of Deirdra's Refuge.
- Civilian Job: Carpenter
- Additional Skill: Subterfuge, Commanding
- Equipment: Leather helmet, barrel shield, clothing.
- Items: Saw, knife, bolt of cloth, needle, 4 copper, Giggles the demon doll.
- Disadvantage (mentally or physically): Claustrophobia.
- Deity: Jikarr, God of Life and Sun.
- Status: Pondering his shiny new armament.
- Location: In front of third-hand weaponry store.
- Civilian Job: Farmer
- Additional Skill:
Persuasion- Equipment: Rugged clothes, Backpack
- Items: Food, Flint & Steel, mostly decent spear
- Disadvantage (mentally or physically): Particularly Peasant-y looking
- Deity: Bolan, the Ox God of Strength and Patience
- Status: On the run from the mob.
- Location: At the foot of the giant angel stone statue.
- Civilian Job: Rat Catcher
- Additional Skill: Haggling
- Equipment: Rat Smashing Stick, Dirty Rags,
Rucksack, eyepatch
- Items: Salted rat jerky, unexamined LOOOOTZ
- Disadvantage (mentally or physically): missing left eye
- Deity: Plaganitarus, The Rat God of Diesease and Survival
- Status: "Slightly" drunk.
- Location: Road in front of Deirdra's Refuge.
- Civilian Job: Miller
- Additional Skill:
Strong- Equipment: Beer mug helmet, birthday suit
- Items: Brown clothes, money pouch.
- Disadvantage (mentally or physically): Fat (slow-moving and larger than most)
- Deity: Arezac, the Squirrel God of Harvests
- Status: Paranoid.
- Location: Somewhere near Deirdra's Refuge.
- Civilian Job: Tinker
- Additional Skill: [acronym="I thought that was part of tinkering, but I shall take this as a special interest/speciality.]Mechanics[/acronym]
- Equipment: Simple Clothes, Backpack
- Items: Rations, Flint and steel, Tinker set, half of a chair
- Disadvantage (mentally or physically): Paranoid
- Deity: Atis, God of Travelers
- Status: who the hell is that?
- Location: Upper floor of Deirdra's Refuge, in front of ornately locked door.
- Civilian Job: Locksmith
- Additional Skill: [acronym="That's an... odd hobby.]Trap removing[/acronym]
- Equipment: Common clothes
- Items: Locksmith tools, pair of lockpicks
- Disadvantage (mentally or physically): OCD about most locks, will take time opening them as to "Not damage art."
- Deity: Meletirn, the god of sun and protection.
- Status: Tipsy, navigating the bottom of his mug.
- Location: Bottom floor of Deirdra's Refuge, at the bar
- Civilian Job: What civilian job?
- Additional Skill:
Logistics, Close Combat, Subterfuge, Lore Master
- Equipment: Common clothes, cigarette graveyard
- Items: Soldier's uniform, rusty short sword, [acronym="IT'S A MYSTERY]?
- Disadvantage (mentally or physically): Old-ish.
- Deity: Whatever deity's the first to come to mind when praying for good luck.Seriously, who is that person? Very blurry customer
Green-ish hair, gray-green-ish eyes, discolored cloak-ish thing, rope necklace
Locations!
A town on the southern shore of the Grand Bay, part of the Iron Kingdom. It is a surprisingly unremarkable town, with the exception of the giant angel statue near the haven that towers all other buildings of the city, including the keep. Nobody knows how or when it was made.
An inn in the more questionable districts in New Haven. Has two floors. The ground floor houses the main inn/bar, the upper floor contains the rentable rooms. The patrons are used to strange things happening.
The upper floor has a room with a special, very hard to crack lock. It appears to house
A really big rock statue of an angel. All laws of physics state it should crumble in an instant, but it doesn't. Subject of many legends and folk tales. There is a strange inscription in an ancient language in its pedestal.