You meet up with Mark as is becoming your usual routine, and the two of you head to the deer blind again. He seems happy that you have your own equipment now, and the two of you sit and talk as you wait for an animal to wander into the clearing.
You discuss Max with him, he seems interested in the idea of a vagabond Dwarven master thief, and hopes to meet him soon. A buck wanders into the clearing, and before you can even ready an arrow Mark has already taken aim and downed it. It seems like the people you've been meeting are a lot more skilled than you at their given profession.
Together you haul the corpse to market, skin it, and sell the hide and meat. Your cut of the profit is 11 copper coins. The two of you head to the inn for lunch, where you see Max gambling in the corner. He sees you and winks, and as you finish your lunch he leaves his game and joins you.
(+11 copper coins)You introduce the two of them, Max agreeing to join you, and after finding the orphan to hold a torch you head to the sewer. You hand Max a javelin so he can defend himself.
(-1 Copper Coin to pay the orphan, -1 Javelin)The four of you enter the sewer, Mark and the orphan on one side of the stream, and you and Max on the other. You begin checking the traps, easily taking out the rats trapped in them. You find that seven of the eight traps have caught a rat, and manage to salvage five of the traps.
(+7 Rat Paws, +4 Rat Pelts, +5 Giant Rat Sized Bear Traps with Wooden Parts)As a group you sweep through the sewer, not finding anything too interesting. You come to a large room with a reservoir in it, and what you see terrifies the group of you. There is a horrifyingly large rat, several times bigger than the ones you've encountered so far, and it's looking at you hungrily. It looks about seven feet long, three high from the ground, and it is surrounded by three “normal” sized giant rats.
You hear a torch drop onto the ground. It seems as if your orphan decided to call it quits now. What should the
group of you do? (Note, right now you can order Max and Mark as well as Kilroy.)
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. It is your current location. You were told there is an old abandoned prison nearby, perhaps it is worth looking into. A one-eyed Dwarf told you the location of a loot cache in the prison. You have found a hidden spot to camp at night.
Cryptsocks: A Dwarven mountainhome that you were told is incredibly rich but exclusive on who can even enter.
Changedgrove: An Elven settlement that sits at the border between the forest and the plains.
Kilroy, Gnome Tinkerer, Heathy
Mark, Human Hunter, Healthy
Max, Dwarf Thief, Healthy, Kind of Drunk
Healthy
Refreshed and Awake
Alcohol Dependent
Equipped:
Gnome Styled Cloth Clothing
Wooden Walking Stick
Yew Bow (slung over shoulder)
Leather Backpack
Herbal Bag
Leather Quiver
Leather Shoes
Herbal Bag:
Handful of White Mushrooms, Green Spots (slightly poisonous) (unidentified) x1
Healing Herb Leaf x1
Aloe Leaf x1
Pipeherb Leaves x8
Leather Quiver:
Wooden Steel Tipped Arrows x10
Cotton Sleeping Bag x1
Medium Tent x1
Waterproof Chest x1
Flint and Steel x1
Flask (6/6) x1
Bronze Knife w/ Wood Handle x1
Five Year Old Small Cloth Map x1
Brass Compass x1
Brass Whistle x1
Wooden Javelins x5
Rabbit Skeleton x1
Lucky Rabbit's Foot x1
Decent Figurine of the Gnome King x1
Decent Figurine of Chel x1
Front Left Paws x10 [Job Item]
Giant Rat Pelt x4
Small Black Powder Bomb x3
Giant Rat Sized Bear Trap w/ Wooden Parts x5
Healing Tea x2
1 Day of Food
Water Skin (6/6L) (2L/Day)
75 Copper Coins
Skills:
You can identify poisons.
You can use a bow.
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 basic 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, with proper tinkerer tools
Bear Trap: One metal bar, one pressure plate, one mechanical part, with proper tinkerer tools
Giant Mouse Trap: One metal pole, one metal bar, one pressure plate, a large wood board, two mechanical parts, with proper tinkerer tools
Small Black Powder Bomb: One mechanical part, handful of black powder, fuse, wood block or round shell, metal scraps
There are jobs available on the bulletin board.
Mark will take you hunting every other day.
The Tinkerer's Guild is interested in hiring you with daily wages.
There is a pack of giant rats in the sewer that needs to be dealt with.
A caravan from the Dwarf lands is arriving next week, perhaps they have something to offer you.
A local farmer is offering a reward for anyone who can kill a small group of mountain lions.
Stockton:
Mark is a hunter who hunts every other morning, and is willing to bring you along for now. You are beginning to become friends.
Chel is a Tinkerer who has connections within the guild. She is somewhat friendly to you.
Max Yeskly, Dwarven thief and adventurer extraordinaire. He has told you of a cache of “loot” he has hidden in the abandoned prison outside of town. You seem to have a habit of helping him out of tricky situations.
Medium Sized Tent
Your Sleeping Bag
Max's Sleeping Bag
Small Wooden Chest
Max's Backpack and Stuff
Fire
Wood Pile