You buy Max the club, and when you give it to him he seems rather pleased, and you give him the rest of the javelins. You tell him that tonight we will have the opportunity to loot the metal gear of dead greenskins, and he seems almost giddy at the prospect. (-25 Copper Coins, Max now has a wooden club)
You have time so you whittle some practice arrows and challenge Mark to an archery contest. He beats you overwhelmingly, of course, but you still feel like you can hit a target much better now.
(You have gained some archery skill)When Mark shoots something, I roll a number between 30 and 100 to represent his skill. With his new-found archery skill, Kilroy will now roll between 10 and 100 instead of 1, gaining a 10% bonus.
You put Mavrick in the tent and close him inside, deciding it is now time to leave. You think he will be fine in there alone, you leave him some food and water and expect to see some droppings in your sleeping beds, but it's fine. You all drink your tea and head into the wilderness, finding a couple of handfuls of the moss on the way.
(+2 Moss, -3 Tea)You approach the mill, noticing a large field of stumps from trees that have been cut away. You can see inside the first floor of the mill from here, and see several slaves and task master Orcs wielding whips and pieces of leather and iron armor. There is a window to the second story as well.
Note: The brown squares represent major support beams, the thing in front of the center on is a ladder to the second story.
Behind and off to the sides of the mill is a convenient collection of bushes, all stopping around twenty feet away from the walls. Being a combat mission, you can control all of your party members. What would you like to
do?The light blue inverted triangles represent villages. None of them are named on this map, but you know by heart your old home and the nearby human town.
The red X represents your location.
Orange spots represent ruins or interesting locations.
Foothill Village: Your old home, there's no going back now.
Stockton: A Human village, your village used to trade with them frequently. There is a group of local bandits there who want to kill you.
Cryptsocks: A Dwarven mountainhome that you were told is incredibly rich but exclusive on who can even enter. Max is wanted there.
Changedgrove: An Elven settlement that sits at the border between the forest and the plains. It is your current location.
Kilroy, Gnome Tinkerer, Heathy
Max, Dwarf Thief, Healthy, In a constant state of mild inebriation, Has Mild Chest Pain from Rib
Mark, Human Hunter, Healthy
Mavrick, Smart Toddler Giant Rat, Healthy
Healthy
Refreshed and Awake
Alcohol Dependent
Equipped:
Gnome Styled Cloth Clothing
Perfectly Fit Leather Armor
Wooden Walking Stick
Yew Bow (slung over shoulder)
Steel Short Sword (sheathed)
Leather Backpack
Herbal Bag
Leather Quiver
Herbal Bag:
Handful of White Mushrooms, Green Spots (slightly poisonous) (unidentified) x1
Healing Herb Leaf x5
Aloe Leaf x1
Pipeherb Leaves x11
Green Mint Leaves x6
Leather Quiver:
Wooden Steel Tipped Arrows x10
Flint and Steel x1
Flask (6/6) x1
Elvish Oak Pipe x1
Bronze Knife w/ Wood Handle x1
Five Year Old Small Cloth Map x1
Brass Compass x1
Brass Whistle x1
Small Black Powder Bomb x3
Sapper Charge x2
Special Moss x2
2 Days of Food
Water Skin (6/6L) (2L/Day)
1 Silver Coin
32 Copper Coins
Key to Chest in Camp
Skills:
You can identify poisons.
You can use a bow pretty well.
You can whittle wood skillfully.
You can track animals.
You can identify many plants in the area around Stockton.
You know basic Alchemy.
You know basic mechanics.
You know decent engineering.
You can skin an animal properly.
Crafting:
Wooden Figurine: Small piece of wood
Deadfall Trap: Small sticks, flatish rock, small vines
Javelin: Long thin branch
Walking Stick: Long wide branch
Mechanical Parts: 5 parts for one metal bar
Bear Trap: One metal bar, one pressure plate, one mechanical part
Giant Mouse Trap: One metal pole, one metal bar, one pressure plate, a large wood board, two mechanical parts
Small Black Powder Bomb: One mechanical part, handful of black powder, fuse, wood block or round shell, metal scraps
Gnomish Lighter: One metal bar, piece of flint, piece of steel, flammable gas, wick
Gnomish Switchblade: One bar of metal, one mechanical part, wood or metal for a handle
Dwarven Lantern: One bar of metal, chunk of glass, wick, mechanical part, flammable gas
Sapper Charge: One mechanical part, two handfuls of black powder, long fuse, incendiary gas, block of wood
There is a saw mill that needs to be destroyed.
The druids are looking for 10 handfuls of special moss.
Mark is a hunter who is traveling with you. You are becoming good friends.
Max Yeskly, Dwarven thief and adventurer extraordinaire. You seem to have a habit of helping him out of tricky situations, while he keeps getting you into them. He is traveling with you.
Stockton:
Chel is a human Tinkerer who has connections within the guild. She is somewhat friendly to you.
Changedgrove:
Medium Sized Tent
Your Sleeping Bag
Max's Sleeping Bag
Mark's Sleeping Bag
Mavrick's Leaf Pile
Small Wooden Chest (locked)
Giant Rat Sized Bear Trap w/ Wooden Parts x4
Healing Tea x1
Silver Flask x1
Silver Rings x3
Large Unreadable Dwarven Book of Spells x1
Vagabond Battle Figurine Set x1
Quart of Rat Milk (3/10) x1
Baby Bottle x1
Max's Stuff
Mark's Stuff
Jar with Glowing Mushroom
Fire
Wood Pile