Turn 3 - We don't need a dog.Asonn : You and Susan approach the barkeep and inquire about any INTERESTING RUMOURS, a most honoured tradition among SERIOUS ADVENTURE-SEEKERS.
Barkeep : He says that thing he just said.
"Aye, Laddie, ay've a problem." he turns to the barmaid "OYE! WENCH! Ye cannae take yer break 'ntil ye do yer bloody duties! Do yer bloody job an' grab anothe' barrel o' booze from th' back! This 'ould be the fourth time ay've told ye t'night! An' fer Armok's sake, ye know bloody right we 'ave root beer fer the chil'ens."
There is a shrill yell from outside.
"OI URGIE! Why yeh gotta be always yellin at meh? Yeh know ima delicate flowah!" There are loud sobs and the sound of a very fat woman cantering away. You get the faintest impression there could be a ROMANTIC INVOLVEMENT between the two. Love can be an ADVENTURE, but perhaps not the kind of ADVENTURE you're after. Then he says that other thing he just said.
"I swe'r t' th' gods tha' woman'll be th' end o' me... sorry lads'n'lass, what knowledge was I off'rin'? Ah, the blood. Tha's righ'... Ta be qui'e honest, ah've no idea. It looks a bit fresh; I 'ad to go on home fer a bit last night... Perhaps ye should ask tha' lazy wench upon 'er return. Ye know, ye lads are always such a boon ta these parts. 'elpin the town oot doesn't 'appen much anymore. Rumor has it that a few o' the townsfolks pets 'ave gone missin' lately. Ah've no idea if tha's true or no', wot bein' in this tavern all day with nary a 'elping 'and."
The LONE PATRON looks up from his drink.
"'No idea"? Have you been listening at all? THEY WERE MY PUPS! They took all my pups! I sent my apprentice to follow the trail, and he's not returned! Whataya mean 'No idea'?!? I've been tellin' you about it for 3 pints! I'm RUINED!" he exclaims. The LONE PATRON turns out to be GERALD THE KENNELMASTER, it was just awfully hard to tell when you were looking at the back of his head. This certainly is a SHOCKING DEVELOPMENT, and not a CONTRIVED COINCIDENCE in even the faintest regard.
Susan : You flip to the chapter of your tome regarding RUNED ARTIFACTS, thinking perhaps chiseling a few characters into your wooden sword might be an easy way to grant it GODLIKE POWER. It turns out, the power is not held in the runes themselves, but in the runing process, a SECRET CRAFT kept by a single bloodline of the Deep Dwarves. One of these days, you assure yourself, you'll find something in this book that is both interesting
and practical.
Daniel : Applying the HONED EDGE of OCCAM'S RAZOR to the blood on the floor, you deduce that a drunk person may have just hit another drunk person with a dart. But a small voice inside tells you that might be
too obvious. It
is an awful lot of blood.
Darrell :"We don't need a dog." Level 1Hotbloodedness - 3
Grit - 3
Determination - 8 / 8
Pizazz - 10 / 10
AbilitiesThrow Weapon - Can throw small melee weapons without incurring attack penalty.
Pick Pocket - (4 PZ) Can lift items off anothers person. Opposed roll to determine whether the target notices.
Distract - (2 PZ) Target suffers -1 Grit this round. Can be used in the same round as another action. Does not stack.
InventoryRusty Kitchen Knives (5)
Copper Coins (10)
Apple
Level 1Hotbloodedness - 4
Grit - 5
Determination - 10 / 10
Pizazz - 2 / 2
AbilitiesFull Nelson - Any successful unarmed attack may stun for 1 round instead of doing damage.
Groin Kick - (2 PZ) Treat as regular attack. If it hits, target is stunned for 1 round in addition to regular damage.
Intimidate - Exceptionally adept at frightening people into doing what he wants.
InventoryCopper Coins (3)
Map of Province
Level 1Hotbloodedness - 6
Grit - 3
Determination - 8 / 8
Pizazz - 4 / 4
AbilitiesWeapon Lore - Can identify and appraise weapons easily.
Focus Slash - (2 PZ) Spend round focusing. If a sword attack is made next turn, attack roll gets max (non-critical) result automatically.
Haggle - Gets better prices.
InventoryWooden Training Sword
Wooden Shield
Urist ArrowHills Big Book of Rare and Valuable Weaponry
Level 1Hotbloodedness - 1
Grit - 2
Determination - 8 / 8
Pizazz - 12 / 16
AbilitiesSpell : Purify Air - (2 PZ) Convert all gasses or airbourne substances in room (or smaller, contained area) to pure, breathable air.
Spell : Gentle Breeze - (4 PZ) Summons a gentle breeze. When focused on a creature, unbalances them for -1 Hotbloodedness and -1 Grit for 1 round. Can direct gasses and other airborne substances, prevent flying creatures from approaching.
Flight - Can fly (while carrying < 10 lbs)
InventoryOaken Staff
Copper Coins (5)
Areomancers Handbook