You reach into the chest and pull out a small glass jar, inside of which resides a small humanoid figure. It stands about five inches tall, has the wings of a dragonfly, is covered in leafy green vines, and emits a slight green glow from its feminine body. It looks at you curiously.
“It's a wood sprite!” exclaims Mark, explaining that he had read about them in an Elven story book as a child.
You unscrew the top of the jar and let it fly out. It explains to you that the greenskins had captured is several weeks ago, and that it knows information relevant to the movement of their troops. It requests that you return it quickly to the druids.
You loot the whips and armor of the greenskins. While you have no use for the weapons and the armor is too large for anyone in the group, you figure you could find some use for it or just sell it. You decide to only take the plates from the armor.
(+6 Leather Whips, + 17 Iron Armor Plates)You haul the captive Goblin outside and have your friends, along with the Kobolds, watch him as you set up the sapper charges on two of the main support beams. You make one last quick inspection to make sure you didn't miss anything, light the fuses, and rush outside. You hear two closely timed explosions and watch as half the building collapses under its own weight, and as the fire of the incendiary gas inside the charges catches the rest of the building on fire the Kobolds begin to cheer.
(-2 Sapper Charges)The leader of the Kobold group thanks you for freeing them, and marks on your map the location of a friendly Kobold cave camp that will gladly house you if you are in the area. He says that he was once a shaman of his people, and that if you visit in the future he will arrange an award for you. You ask him if there are any pack animals in the area, to which he replies that they were only sent from the greenskin hideout during the day.
You spend the next half hour with the Kobolds' assistance finding the rest of the moss, and quickly return to the settlement. It is very late in the night when you get back, but the druids are waiting for you. You hand them the all the paperwork you acquired, the plans, the list, and the blueprint. This information, along with the Sprite's message, seems very concerning to them. You also give them the moss. As part of the reward, they enchant your map.
(+5 Silver Coins to each of the group members, +Enchanted Wooden Ring, +Enchanted Map)They explain the use of the enchanted objects to you. The ring, rather ambiguously, can be used to summon a friendly force of nature to aid you in something once per day. They refuse to explain to you what that means, saying that it is better for you to find out on your own. To activate it, all you have to do is rub it and state what your situation is. The map shows landscape and town changes of all known areas, as well as the names and states of the town.
They tell you they have much to discuss and that you should return the next day for a new task. The three of you head back to camp and immediately pass out from exhaustion the moment you hit your sleeping bags.
The next day you head to the market and sell your whips, netting you a decent profit. You decide that it is time for a pack animal, and invest in an ostrich. All it has is a small bag tied to its back, you'll need to check the market for more containers and maybe a water barrel for it to carry as well. What should you
name it? (And also, what
gender should it be? Males are larger and can carry more, females will occasionally lay eggs.)
(-1.3 Silver Coins, not -2 because of sold whips, -Whips)There is a lot you can do today. The druids most likely have a new task for you, and you need to go to market. What would you like to
do?[OOC: Congrats Ricky, you guessed it! When you feel it necessary at some point in the future, you may have one of your orders completely override anyone else's. I'll let you do this twice.
About the map, the orange landscape represents badlands that have been looted and burnt, leaving them void of any benign life.
Also, with an update this big, I feel it's pretty certain that I messed up the inventory or something at some point. If you notice any inconsistencies, please point them out.]
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.
Blue triangles represent friendly Kobold camps.
Red triangles represent greenskin camps.
Crossed out towns are ruins.
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
Enchanted Wooden Ring
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
Enchanted Small Cloth Map x1
Brass Compass x1
Brass Whistle x1
Small Black Powder Bomb x2
Iron Armor Plates x17
2 Days of Food
Water Skin (6/6L) (2L/Day)
5 Silver Coins
49 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
The druids have a new task for you.
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