You decide that taking sides is a bad idea. You don't want to be stuck in a drawn out territory war, and you don't want an entire race to hate you for helping their enemies. You loot everything that isn't Gnomishly arc-welded to the ground, and call the Elves to take away the supplies from the caravan that you don't need. You strip the gear from the captured greenskins, and let them free. The Sprite begins screaming at you for releasing the Orc leader, but Max gives her a look so cold she shrinks back and stays quiet. There is no doubt she will tell the Elven command, but you will likely be long gone before that matters.
(+Greenskin Gear x19)You return to the Druid's Guild for your reward. They give you each a hefty sum for your work, and use their magics to heal your wounds. Since you didn't return with the leader, there is no bonus reward.
(+6 Silver Coins)You head to the market briefly and buy some generic adventuring supplies, namely a length of rope, a shovel, and the supplies to make yourself a Dwarven lantern and Gnomish lighter, and some oil for the lantern.
(+Stuffs, -65 Copper Coins)[Stuff suggested to be bought earlier in thread before caravan raid.]
You pack your things. Where would you like to
go, and is there anything you would like to
do before you leave?
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, Healthy
Max, Dwarf Thief, Healthy, In a constant state of mild inebriation
Mark, Human Hunter, Healthy
Pets:
Mavrick, Smart Toddler Giant Rat, Healthy
Equiped: Nothing
Sprint, Make Pack Ostrich, Healthy
Equiped: Leather harness, Large Cloth Bags (empty), Small Barrel (40/40L)
Sore from Battle Wounds
Refreshed and Awake
Alcohol Dependent
Reputation & Alignment
Gnomes: Exiled [0/100], Fairly Known
Humans: Neutral [17/20], Pretty Unknown
Elves: Friendly [4/30], Pretty Unknown
Greenskins: Disliked [14/30], Unknown
Kobolds: Friendly [16/30], Pretty Unknown
Current Alignment: Neutral-Chaotic
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 x8
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
Dwarven Lantern x1
Gnomish Lighter x1
Bronze Shovel x1
Rope Coil 20 Feet x1
Small Black Powder Bomb x1
Tripwire x3
2 Days of Food
Water Skin (6/6L) (2L/Day)
8 Silver Coins
61 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, made for 7 copper coins each
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
Land Mine: Materials for 10 Copper Coins each
Trip Wire: Materials for 2 Copper Coins each
Flash Grenade: Materials for 7 Copper Coins each
Barbed Wire Strand: Materials for 3 Copper Coins per 2 Feet
The druids want you to destroy a greenskin supply caravan that is traveling through the area tomorrow.
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 (yours)
Your Sleeping Bag
Max's Sleeping Bag
Mavrick's Leaf Pile
Small Wooden Chest (locked)
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
Iron Armor Plates x17
Greenskin Gear x19
Figurine of Overwhelmed Goblin x1
Max's Stuff
Jar with Glowing Mushroom
Small Sized Tent (Mark's)
Mark's Sleeping Bag
Mark's Stuff
Locked Coffer
Small Lantern
Sprint's Pen
Fire
Wood Pile