You take the dead guard's belt and use it to fasten your walking stick to yourself. You attach your waterskin to the belt and shove your loaf of bread into your pocket.
You drag the corpse into your sleeping bag, so at first glance it would appear as if it was you inside it. You put your ear to the door and listen carefully, hearing no guards.
Slowly and carefully, you open the door, looking up and down the hall. It appears to be clear, so you close the door behind you gently and lock it shut.
The hall is faintly lit with flickering torches fastened to the wall, and there are several doors on either side of you. A sign next to a door down the hall on your left reads "Barracks." In the cell adjacent to yours on the right, you hear a familiar voice moaning in pain.
This place seems to bring back strange memories from your childhood. You can't remember them clearly, but they give you an uncomfortable feeling.
What would you like to
do?You don't know your location.
Kilroy, Gnome Tinkerer, Bruised, Scarred, Sore
Max, Dwarf Thief, Location Unknown
Mark, Human Hunter, Location Unknown
Asno, Goblin Shaman, Location Unknown [Spells: Entangle, Fire Touch, Healing Breeze, Earth's Fury, Suffocate]
Johnny, Human Pirate, Location Unknown [Spells: Favorable Winds]
Pets:
Maverick, Smart Adolescent Giant Rat, Location Unknown
Skills: Will come to you with a whistle blow, can heel at your side, can steal small objects at command.
Sprint, Male Pack Ostrich, Location Unknown
Reputation & Alignment
Gnomes: ?
Humans: ?
Elves: ?
Greenskins: ?
Kobolds: ?
Brigands: ?
Current Alignment: ?
Equipped:
Ragged Clothing
Flimsy Wooden Club
Inventory:
Stale Loaf of Bread
Waterskin (3/6L)
Worn Wooden Walking Stick
Large Iron Key
Skills:
You can identify poisons.
You are a skillful archer.
You can whittle wood skillfully.
You can track animals.
You can identify many plants in the area around Stockton.
You know Alchemy. You can mix poisons.
You know basic mechanics.
You know decent engineering.
You can skin an animal properly.
You can be stealthy.
You are extra agile.
Your skill at throwing is far better than average.
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
Shrapnel Bomb: Materials for 6 Copper Coins each
Incendiary Bomb: Materials for 10 Copper Coins each
Sickness Poison: Oleander Extract, Recluse Spider Venom Extract, vial, 35 Copper Coins Each
Mark is a hunter who travelled with you.
Max Yeskly, Dwarven thief and adventurer extraordinaire. You used to travel together, and got eachother in and out of a lot of sticky situations.
Asno is a Goblin shaman. You aided her in a battle between her and a would-be assassin. She is a traitor of the Silver Claw mercenaries. You used to travel with her.
Johnny is a Human pirate who Max found to help sail the ship. Your memory blacked out shortly after you met him, though whether this is a coincidence or not remains unknown.
OOC: That map is pretty nice ashton.