((Don't call me Senox please. I really should have just killed you all in a fiery explosion. This whole post stinks of deus ex Machina. But another few lucky rolls.))
The winds settle back in and your ship begins to lose the Navy Frigate.
It attempts to chase you but it seems it has run aground on the reef. It will be unstuck by nightfall.
You rip off your shirt and rip it into rags, but you realise Mark is out of bow range. Meaning you ripped your shirt to smithereens for no purpose
.(-1 gnomish shirt.)The frigate continues to fire cannonballs at your ship, but all of them fall short by a lot.
The navy frigate attempts to catch up but, it is far too slow, with only one sail and since favourable winds- as you later learn from Johnny- can only be cast once a week, they will not catch up anytime soon. You hope.
Johnny brings out the rum and dishes it out liberally to celebrate a victory at sea. You pass out from drinking way too much...
You awake with an aching skull and your hands chained together. You can't see anything.
( -ALOT.)The light blue inverted triangles represent villages. Some 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.
Freeport: A mostly human coast town run by criminals and shady people. It is your nearest town. Bloody pirates.
Kilroy, Gnome Tinkerer, Healthy, Battered and Bruised from Combat. Bound and Blindfolded. Headache.
Equipped:
Gnomish styled Gnomish clothing, missing the shirt.
Chains.
Cloth Blindfold.
Reputation & Alignment
Gnomes: Exiled [0/100], Fairly Known
Humans: Neutral [17/20], Pretty Unknown
Elves: Friendly [16/30], Pretty Unknown
Greenskins: Disliked [10/30], Unknown
Kobolds: Friendly [18/30], Pretty Unknown
Current Alignment: Neutral-Chaotic
Gnomish styled gnomish clothing missing the shirt.
Chains.
Cloth Blindfold.
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 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. You are becoming good friends. He is traveling with you.
Asno is a Goblin shaman who is traveling with you. You aided her in a battle between her and a would-be assassin. She is a traitor of the Silver Claw mercenaries.
Johnny is a Human pirate who Max found to help sail the ship. You don't know if you trust him yet.
Stockton:
Chel is a human Tinkerer who has connections within the guild. She is somewhat friendly to you.
Changedgrove:
Err...you have no idea where this is.
((Ach.. the bad grammer, it bruns.))