The Earth Spirits answer Molten Heart
"What knowledge do you think we hold...there are many Gem and Metal spirits, eager to find release from the Earth, so they may travel abroad. The Land itself, you may wish to know, if you are travelling upon it. Forwarning of those approach you, even...ahh, the companion, you would not see him. He would be an invisible protector, empowering your blows, or shielding you from harm. If he grows strong, one day he could manifest a physical form...but that does not often happen..."Molten Heart agrees to think on it, while he goes to the forge. The Smith is glad to watch him work and pick up some of his knowledge for herself.
(Luck Roll, 6/2=3+2) (+5 workshop bonus gained)
(Intelligence Crafting roll 9-5(Workshop Bonus)=4, pass)
(Craftsmanship Quality roll 5+5+3(Workshop Bonus)=13, 2xbonus traits gained Spiked, Reinforced)
(Charisma roll to sanctify 9, fail)
(Recovery roll, Agility=2, pass)
Molten Heart is glad to find the Ogre smithy well stocked with supplies-the tools are somewhat poorer than he would have preferred, but it's no matter-he brought his own. He finds War Winds old tool box, and picks and chooses the choice items. He's sure the Drake would appreciate his craftsmanship not going to waste.
((Molten Heart gets Upgraded Tool Box, +3 to Craftstmanship rolls))
He begins hammering-the metal seems eager to conform to his will. He wonders if perhaps the Earth Spirits are subtly helping him? As he works, he tries to prounounce the words of the Holy Book from memory-he's only partially successful. It occurs to him he forgot that White Iron is usually formed with an attendant priest to read the rites while the smith forges.
"Good God Kai, guide my mind and body, so I may do great works in your honor...
May the Kind Goddess Ishtar temper this blade with cool water...
Let not the impurity of Naar cloud my hand nor vision...."As he finishes the untreated White Iron begins to glow a pale yellow.
The boots are done first-just weighted plates designed to fit in the soles of the Elves shoes, he makes them light enough not to hamper speed. Later, he'll make sure to pad them down so they don't clank at the wrong times.
The Gloves are where his work really shines. Laying the White Iron in banded strips, he forms two gauntlets, designed to adapt to Sheltering Leaves leading hand-he made sure to take a mold from Sheltering Leaves old gloves. Molten Heart quickly reinforces the gauntlets with an overlapping Iron lattice-making them good for catching and deflecting blades.
Then, while letting the gauntlets cool and form, he begins making a variety of strange instruments and mechanisms. Dabbling engineering is one of Molten Hearts specialties...a few hours later, he fits a spring blade device onto the top of the gloves-it fits seamlessly. Only the a skilled smith, or the user, could tell that these weapons held hidden springloaded stabbing blades, that are activated by the thumb and index finger on twin triggering mechanisms at the same time.
A fine piece of work!
*Superior Quality* Reinforced Spiked White Iron Gauntlets/Boots =Minor Undead Bane= : +4 Damage, +2 Agility
Spiked: This weapon deals 1d3 additional damage to the opponent on a successful defense roll, and is considered both a blunt and piercing weapon.
Reinforced: This weapon provides plus 1 defense passively
White Iron, +1d3 Damage against the undead on a sucessful hit
Minor Undead Bane, Undead who fail a Endurance roll when hit take double damage
--------------
Blade Singer gives all his money to Pressing Tide. He figures his generosity will be repaid somehow.
He faintly hears the laughter of the Jerkass Trickster God Nemelex Xobeh, who has noticed the Kais charity from his Celestial Low Rent Apartment, and thusly, the God rewards Blade Singer by tying his bootlaces together, and making him fall face first into a mud puddle.
...
---------------
Pressing Tide disposes of most the green Iron armor. leather loincloths and weaponry, keeping a hatchet for general use, and a dagger. to arm the Spider-Elf with them. Blade Singer also gives you all his Coinz. Maybe that dream put him in a happy mood.
He gets 120 Coinz in all.
Then, after a quick search, he finds an Ogre whose dutifully carving a large leg bone of some sort of creature. He grunts. Say's he'll buy the axe of 20 koinz. He has a few things to sell, of course.
Bone Javelin, ranged weapon, 3+1d3 Damage on hit, . Cost 10 Koinz each
Bonemail Armor, +1 defense, +1 Damage absorb, 25 Koinz
Bone Throwing Knife, ranged weapon, +2 agility, +2 damage. Cost 10 Koinz each
Afterward, he leaves the village, and takes the long, lonely road up to the Blood Shaman Merrigurthags Hut...
Merrigurthag already knows Pressing Tide is coming...the Kais blood betrays him. The Blood Shaman has had to kill many fools who thought themselves powerful enough to learn his secrets. Perhaps this one will pass the test?
Pressing Tide spots the place he's looking for up ahread-it's a humble home, carved into the hollowed out section of a giant fallen cave mushroom. He spots a tell-tale red mask peering at from out of one of the windows. The door opens, but not to invite him in...
Merrigurthag stands in the doorway. He chants, and a living glob of blood flows forth from the Shamans staff onto the ground into a puddle. A few seconds later, it rises, and forms itself into a giant amoeboid Wolf-like form. Then the Shaman retreats to his home. The Blood Wolf doesn't charge, it merely paces back and forth in front of the doorway like a attendant watch dog. What will Pressing Tide do now?
--------------
Sheltering Leaves and Silver Tree explore the village together. It's not very large, anyway-there's only about thirty warriors, and double that in non-fighters. There's a depressing lack of Ogre children. They question an young Ogre woman sweeping her front porch, and she says they've lost many of their young and old to the horrible tentacled beast that lurks in the catacombs. It often ranges throughout the entire swamp, killing at it's leisure, and none of them have been able to stop it.
The only one who came close was the Blood Shaman-he developed a special mask that protected him from the creatures deadly stench, but he was only one Ogre, and they essentially fought to a draw, with neither of them being able to win.
Garmlor is the villages resident leather worker. Most of his stuff is in average giant rat leather, but he does reserve heavier leathers for those who can afford it. He likes to haggle-a true craftsman, he prefers his works to be seen and used in battle, rather than hoarded for profit.
1. Ogrecrafted Heavy Leather Helm: +3 HP, -1 Str: Garmlor makes a decent helm-it's fairly heavy, but doesn't block your vision and provides full head coverage. 25 Ograkoinz
2. Ogrecrafted Heavy Leather Armor: +3 Defense, -1 Str: The weight is daunting, but it covers a bit more of your body than your Kai leather. 40 Ograkoinz
3. Ogrecrafted Heavy Leather Undershirt: +1 HP, +1 to resist elemental cold/water attacks: Designed to be worn under armor, this simple shirt minimizes tough blows on your armor. It's suprisingly warm. 10 Ograkoinz
Shop Variant
Requesting a special leather doubles the price of the item, but if you can provide the leather-whatever kind-, it's normal price. Similarly, he'll sell you a roll of leather to craft yourself at 25 Ograkoinz each. Bonuses are additional to the standard item.
Giant Bat: +1 defense/HP, +1 agility
The Giant Bat is harvested for it's light, strong leather, which improves the wearers speed in combat.
Pond Grabber: +1 defense/HP, +2 damage absorb against aquatic enemies, +2 to resist elemental cold/water attacks:
Pond grabber Leather is naturally easy to work with, slick, waterproof and resilent to rot, well suited for living in these sorts of conditions, and defending oneself from aquatic creatures.
Cave Tryannosaurus: +2 Defense/HP, +2 HP, -1 str
For those warriors who claim the hide of a Cave Tyrannosaur, it's skin makes armor fit for a champions chestpiece-extremely strong, but extremely heavy.
Hilderige can make most any metallic weapon or armor you would like within her knowledge for only 25 Ograkoinz, but all she has is green iron right now. She's willing to buy your pieces of Green Iron armor and weapons for around 10-15 Ograkoinz each, and is desperate for of sort of high quality metal she can obtain. She only really respects other metalworkers like herself, and is sometimes willing to trade her higher quality craftsmanship for theirs.
Forlane is a former Orc Shaman turned junk peddler, who makes a living enchanting items and giving out blessings. He tends to charge alot, and doesn't like to deal.
Ancestors Blessings/They are usually given in the form of a small totem that can be activated on command by being held in the hand. He says it's not exactly a guarantee-it only summons the ancestors, and they choose if to aid you or not. He also warns that your companions may also be judged by the summoned ancestor, so caution is required.
Each totem costs 20 Ograkoinz each.
1. Totem of Shadow-Sister Neega: This plain scrap of black silk gives you a +3 to your next agility roll. He says Neega prefers to answer the summons of those that have recently used guile to avoid conflict.
2. Totem of Axe-Brother Okus: This jagged metal shard gives you a +3 to your next strength attack roll, and can be used in combat. He says Okus prefers to answer the summons of those that have recently shed blood.
3. Totem of The Great Father: This shiny silver torc gives you a +3 to your next charisma roll-used for either mind attacks, or standard diplomacy. He says The Great Father prefers to answer the summons of those who have recently shown mercy to a fallen enemy.
4. Totem of The Great Mother: This piece of bark, carved with the face of an angry Orc Woman, gives you plus +10 HP for the duration of the combat when it is used-when the effect expires, your life will be preserved, even if you would have normally dropped below to 0 HP or below. He says The Great Mother prefers to answer the summons of those that have recently shown respect toward nature-and that those who have disrespected it may feel her wrath.
Shaman Goods/As a former Shaman, he sells many mundane, yet useful items. Each one costs 20 Ograkoinz each.
1.Root Hide Poultice: It has to be applied to wounds manually, and allowed to set. It heals a half of your HP, and can't be used in battle.
2. Ogre Incense Candle: No telling what it's made of, this is a pale yellow candle that, when lit, invokes a period of restful sleep and good dreams in all who smell it. It will heal all your HP by the time you wake up, but leaves the user completely helpless.
3. Jar of Frost Cap Cream: This is derived from the Frost-Cap Mushroom, and is applied to the skin. It works quickly, and heals 4+1d4 HP on the next combat round. Each jar has three uses.
4. Soul Fetch: This small humanoid figure, made of wood and twine, is meant to catch curses cast against your person. It automatically absorbs a single curse effect-automatically if one is cast on you, from an item, or if it is touched to a person who is already cursed. The Fetch must be burned immediately afterwards, or the curse will seek a new host. Stronger curses can defeat a single fetch-it would require several to defeat a powerful one.
Kirknak is back! He's trading rings for 100 Ograkoinz each-and he's got a few new items in stock. Cheap ones are half that, as usual
The Kobold is displaying his wares again-some are new, and others you remember from before.
1. Hollow Copper Ring
"This ring, make fast-zoom zoom zoom!"
2. Plain Black Rock Ring
"This made from dungeon rock, keep safe from spirits. Useful in Kirknak line of work..."
4. Twisty Ruby Ring
"Special offer, limited time only-makes you healthy like Troll!"
4. Springy Ring
"Jumping ring, obviously-ever jump too low for being short like Kirknak, you find useful. Cheap for special customer!"
5. Hollow Glass Ring
"Make smarter-er, tells you what things are! Give Kriknak headache, he use so much-you use better?"
*new*
6. Adamant Bull Headed Ring
"This ring-lets you hit enemies with invisible fist! Fun at parties!"
7. Glowing Black Amber Skull Ring
"Special one-avoid the blow that would ends your life...can you afford NOT to buy!?"
8. Green Iron Triangular Ring
"Ring make you face pretty. Sell for cheap. All Kirknak need is mustache to get lasses."
9. Plain Tin Ring
"Poison bad-bad. This make poison go away! Sell for cheap, since Kirknak is humanitarianst."
10. Garish Golden Band
"Ah-ring special to adventurers. Lets you detect treasures and secrets!"
1. Bone Javelin: ranged weapon, 3+1d3 Damage on hit, . Cost 10 Koinz each
2. Bonemail Armor: +1 defense, +1 Damage absorb, 25 Koinz
3. Bone Throwing Knife: ranged weapon, +2 agility, +2 damage. Cost 10 Koinz each
Blade Singer(Krath)
Str: 6+1=7 End: 3
Agi: 5+1=6 Int: 3
Cha: 5 HP: 13/13
Status
Equipment
-Equipped Weapons-
Dual Sabers, +6 damage, -2 defense, Blade Singer received these twin blades as royal gifts from the former Queen of Esteros herself. They are not ornately designed, but simple, sharp and effective. There's an inscription on it-one that only Blade Singer would understand. "White Oak and Pleasant Fields"
-Equipped Armor-
Red Headband, +1 defense
Quick Scabbard, +2 against ambushes and sneak attacks
Green Kai Cloak, worn, +2 to sneaking
Leather Armor, worn, +2 to defense
-Stowed in pack-
Weaponry and Armor
Spidersilk vest, +4 HP, This comfortable undergarment is worn under armor-a sure improvement to the rough padding your wearing now. This one is rimed with frost and...is that perfume? It's a strangely intoxicating smell.
Mundane
Perfumed letter From the Queen of Esteros (read)
Currency:25 Gold Crowns (minted more than ten years ago-collectors items!)
0 Ograkoinz
Abilities
Mind Shielded, +3 to resist mental attacks
Hardened Mind, +1 to resist mental attacks
Strong, +1 to strength from conditioning
Mastered Twin Sabers, +1 str/agi in combat when wielded
Disciplines:Weapon Mastery/Twin Sabers, Mind Shield
Pressing Tide(IronyOwl)
Str: 3 End: 3
Agi: 3 Int: 3
Cha: 9 HP: 15/15
Status
Equipment
-Equipped Weapons-
Chains, +0 damage, two attacks a turn, Pressing Tides chains seem to be no different from normal chains. They seem to move of their own accord sometimes, almost if they were alive...
-Equipped Armor-
Green Kai Cloak, worn, +2 to sneaking
Leather Armor, worn, +2 to defense
Ogrecrafted Heavy Bat Leather Undershirt, +2 HP, +1 Agility, +1 to resist elemental cold/water attacks
-Equipped Magic Items-
Seeing Eye Necklace (A gruesome collection of eyes, gathered by the enchantress. It is in fact a Gestalt entity composed of many willing and unwilling souls, and with the wearers permission, they can offer you their sum total of vast experience and knowledge, boosting any of your attributes and more...for a price. You can never totally get the voices to stop talking, and right now the Old Man's voice seems the most clear.)
-Stowed in pack-
Ammunition
Weaponry and Armor
Cave Fish Bone Two Handed Axe, +3 damage, -2 Defense-The Cave Ogre Thanes most prized possession, this axe is weighted to crush instead of slash, and is made of bone. It's pretty heavy.
1xGreen Iron Hatchets, +3 damage, -2 defense: A sturdy Hatchet used by Spider-Elf Conscripts. Judging by the dullness of the blade, it also doubled as a wood cutting axe.
Magical Items
Darain's head, the head of a now defunct stone golem-he's very talkative, but very heavy, giving you a -1 agility penalty during combat. You love him so much though, you can't put him down until your sure he's safe.
Double Banded Jade Snake ring (Unidentified, uncursed. Inscribed with the words 'Unleash Hell')*The ring feels completely cold.*
Elder Sign, does 3d10 to all undead and demons in battle when envoked-Pressing Tide must make an agility roll to avoid being damaged himself. Anyone else would have to make a charisma roll or go insane.
Karma Cards, GM hax
Mundane
2x Striped Mushrooms (unidentified, Salestroll claims they are used to induce sleep)
1x Torches, provides ten turns of light (unlit)
Currency:0 Gold Crowns
170 Ograkoinz
Abilities
Battle Mind, -1 to Enemy charisma rolls to resist mind blast
Foresight, +1 to all stats for first 1d6 combat rounds, automatic
Disciplines:Mind Blast, Sixth Sense
Companions
Amalar 13/13 HP
-Equipment-
Weapon: Green Iron Dagger (+1 damage) Green Iron Round Shield (+1 Defense)
Armor: Spider Hide, +1 defense
Strength: 3
Endurance: 7
Agility: 1
Intelligence: 2
Charisma: 2
Molten Heart (Zako)
Str: 5 End: 4
Agi: 4 Int: 6
Cha: 2 HP: 18/18
Status
Equipment
-Equipped Weapons-
Bastard Sword, +2 damage normal, +5 damage when wielded two handed, =Elemental Bane= (This weapon give you a passive +2 to damage elemental based enemies combat-if your feeling gutsy, a passed agility roll allows you to reflect elemental attacks aimed at you.): Molten Hearts first weapon, and his best. It's perfectly weighted and balanced for offense and defense, and was smelted of hardened metallic chunks he harvested from his own body during intense training.
-Equipped Armor-
Lamellar armor, worn, +3 defense (Small plates of a strange silvery metal, woven with spider wire, this armor is fairly light, but stronger that your Kai leather by some degrees.)
Green Kai Cloak, worn, +2 to sneaking
Spidersilk vest, +4 HP
-Equipped Magic Items-
Blue Seed, Unidentified-The Ogre that passed this to Sheltering Leaves to pass to you claimed you would need to eat it if you chose to fight the Blood Shaman.
Shearing Stone-A clear crystal sphere that allows one to speak to Earth Spirits, and enlist their aid.
-Stowed in pack-
Ammunition
2xQuivers of 15xSpider-Elf Crossbow Quarrels:Spider-Elf Crossbows are generally of low quality, and their bolts are of similiar style. They should still fit in the weapon War Wind took from the Grey Cloak.
2xQuivers of 15xSpider-Elf Arrows: On closer inspection, one can see fairly good craftsmanship, despite the poor materials used. Sheltering Leaves would notice certain similarities to his own peoples fletching talents-with a notable difference. His people's arrow heads are often metal shaped like leaves, but these ones are shaped like spiders...
Weaponry and Armor
*Superior Quality* Reinforced Spiked White Iron Gauntlets/Boots =Minor Undead Bane= (This weapon will do double damage to any undead on impact that fails an endurance roll): +4 Damage, +2 Agility, +1 Defense, +1d3 Damage to undead, +1d3 damage on sucessful defense roll
Fungiwood Spider-Elf Shortbow, +2 damage: A decent construction, even if the material is poor. There's Elvish writing carved on the shaft, but you would need Darain or Sheltering Leaves to translate it for you.
Leather Armor, +2 to defense
Unloaded Crossbow, +5 damage, needs a full round to reload, cant be used in melee, ignores half armor
Iron Longsword, +3 to damage
+1 Exquisite Young Ironwood Light Spiked Heater Shield:+2 to defense, -1 damage, wielding in offhand, additional 1 spike damage on successful defense roll, damage: 12%
Leather Armor, worn, +2 to defense =Demon Bane=, +2 damage absorb vs Demon enemies
Magical Items
Iron-Mind Headband, allows Molten Heart to heal his one ally of all mental damage a battle, at the risk of taking it upon himself.
Mundane
Healing Kit (0 Poultices left, heals 5 hitpoints)
Keepers Journal (The writings of man named Richard Morrows-a prisoner in the dungeon catacombs beneath the Keening Willow Cemetary. Useful information could be read within.)
Upgraded Smithing Toolbox, +3 to crafting: A combination of his own Dwarf Tools, the deceased Kai Warriors War Winds tools, this finely carved wooden chest depicts the Drake Tribes History. The tools themselves are works of art from two different cultures, often using Reptile and Dragon motifs in their design for the Drakes, and the Stone Ancestors of the Earthen Dwarves)
Roll of Yaz Skin, can augment an existing cloak, non-metallic armor or shield with bonus HP
1x Bottle of the Ashes of a Dwarven Ring of Protection, It's said that the ashes of a magic ring still have some power, and can even used to reforge the ring itself.
Currency:25 Gold Crowns
50 Ograkoinz (Only used by Ogres)
Abilities
Mind Shielded, +3 to resist mental attacks
Hardened Mind, +1 to resist mental attacks
Darkvision, +1 damage in total darkness
Disciplines:Kai weaponsmith, Mind shield
Silver Tree (Adwarf)
Str: 4+1=5 End: 2
Agi: 7+1=8 Int: 3
Cha: 5 HP: 16/16
Light Source:
Status
Hidden Well
Equipment
-Equipped Weapons-
Sprite Longbow, +5 Damage, ranged weapon, =Flaming= (This weapon does an extra 1d3 fire damage on every hit that cannot be avoided throug armor. On a 3, it has a chance to light an opponent on fire): This exquisite Longbow was slowly and lovingly carved from the divine Featherwood by Sprite Shamans over the 15 years of Silver Trees life, and finally gifted to him on his 15th birthday. It's amazingly light and accurate.
Dual Featherwood Fighting Sticks, +2 Agility, +2 Damage (stowed): These are the traditional weapons of a Wood Sprite Monks, but Silver adopted them as his own style
-Equipped Armor-
Leather Armor, worn, +2 to defense =Demon Bane=, +2 damage absorb vs Demon enemies
Green Kai Cloak, worn, +2 to sneaking
Spidersilk vest, +4 HP
-stowed in pack-
1xFull Lampsur Potion, refill all HP, cannot be used in battle
Meals for three days (Scavenged from a Giant Cave Beetle Kill)
The Fourth Key, a black sphere with the ancient Shadaki letters on its face. The only ones who it are Kai and Grey Cloak acolytes. It's been partially identified as a Deathstone, a small black orb stolen from under the Keening Willows Cemetary. It should be returned to where it was originally. It's power are unknown, but likely very deadly in the wrong hands.
Currency:0 Gold Crowns
0 Ograkoinz (Only used by Ogres)
Abilities: Untamed Heart: +3 to Charisma when speaking with natural beasts
Mastered Archery, +1 str/agi in combat when wielded
Naturekin, Can talk to plants-simple questions and answers-with a successful Charisma roll
Disciplines: Animal Kinship (Wolf), Weapons Training/Archery
Companion
Wolf (Alucard)
HP:20/20
Status:
Orders: Sneak
Abilities: Stealthy, +1 to Sneaking in Natural Enviroments
Bite, +1 Str, +1 damage when attacking (Uses masters stats)
Companion
Horse (Moroes)
HP: 20/20
Sheltering Leaves (SeriousConcentrate)
Str: 4+1=5 End: 4
Agi: 5+3=8 Int: 3
Cha: 5 HP: 16/16
Light Source: *Lit Torch (8 rounds remaining)*
Status
Blessing of Luck: +1 to all rolls, until he fails a skill roll or is struck in battle
Equipment
-Equipped Weapons-
Double bladed staff, +2 defense, +2 damage (being wielded in both hands)
Reinforced Gauntlets/Boots, +2 damage, +2 agility, dried mud spattered (Worn on both hands), Sheltering Leaves had worn these gloves longer than some Humans have lived-they were originally owned by his father, who passed them down to him. They show the marks of constant use and continual repair.
-Equipped Armor-
Leather Armor, +2 to defense, dried mud spattered
Green Kai Cloak, worn, +2 to sneaking, dried mud spattered
Ogrecrafted Heavy Bat Leather Undershirt, +2 HP, +1 Agility, +1 to resist elemental cold/water attacks
-Stowed-
Weaponry and Armor
Magical Items
Luminous Diamond Ring (Unidentified, Uncursed. SalesKobold claims it allows you swap minds with another being)*the ring feels completely cool to the touch*
Prayer Book, A book of prayers to the Gods Kai and Ishtar (SalesKobold claimed it was powerful for being sanctified in the ashes of a Saint...)
1xsweet smelling potion (unidentified, Salesorc claimed it makes bad visions go away)
1x Three Quarters Full Lampsur Potion, refill 75% HP, cannot be used in battle
Mundane
2xEmpty glass bottles
1xVial of Unknown, Untested Antidote (Shade Cap Poison)
Draconic Flute (unknown effect)
2x Torches, provides ten turns of light (unlit)
Currency:0 Gold Crowns
10 Ograkoinz (Only used by Ogres)
Abilities
-1/3, used twice today Mystical Flash/Leaf gathers energy into his palm, then lunges forward and hits the target, releasing it as a bright flash in the colors of the rainbow. The release of spiritual energy is very powerful and can blow the enemy away. (Special attack that, if successful, adds Charisma to damage, can be used three times a day, and once a battle. Recharged through meditation.)
Untamed Heart: +3 to Charisma when speaking with natural beasts
Mastered Unarmed, +1 str/agi in combat when wielded
Fast, +1 agility
Disciplines: Animal Kinship, Weapon Training/Bare Hands
Companion
Monkey (Merame)
HP:7/10
Status: Well Fed, +1 to all rolls
Orders: Look in crates
Abilities: Merame trap sense, +1 int vs traps
Fetch-can use simple items like potions in combat without rolling for difficulty
Armed-Poisoned Kris, can attack an unaware enemy
Horse (Thunder)
HP: 20/20
OOC: