Turn 0 - Those Who Try, Succeed Incredibly WellMercenariesThe mercenary captain inspects you three, sizing up his new recruits. A spear-wielding lizard with a talent for leading, a cursed human with skill in summoning and necromancy, and a goblin necromancer with a whip. Oddly balanced, he thinks.
Consequently, he decides to form you into a squad together with no one else. He informs you of the code of conduct he's expecting- nothing illegal, but otherwise the client comes first, because the client is the one paying you.
[4] Your first job is fairly standard fare. Some dwarven merchant wants to get from one point to another without being mauled by flying monkeys or whatever. Odd fellow, but then he is a dwarf.
Sure enough, most of the trip is uneventful, but as you're passing through some woods, a frightful shrieking is heard. The dwarf begins babbling about "the monkeys," but you're pretty sure monkeys don't sound like that. Until a pack of flying monkeys indeed descend out of the trees, shrieking and flying towards you, claws outstretched. You feel kind of silly for doubting him, but you're not sure you can be blamed for that.
Flying Monkey x??
6/6 HP
Claws: -2 Attack
CollectorsThe journey north is long but largely uneventful. [5] Some bumpkin pays you to scare off a bunch of supposedly demonic birds, though, which is easily done by making the earth rumble and throwing fire into the sky.
(+1 small silver pouch each)At last, you arrive in Scarwall. As the name suggests, the outer wall is pitted and scarred from numerous demonic assaults, though not on the side you're coming from. The interior is fairly rough, as you might expect, and carries that peculiar air that black markets and pirate towns have. You get the feeling it's a town without many scruples.
Your contacts have some people here, but they're not willing to do much beyond give you advice and rumors about what to look for and where. You'll need to care for yourselves, it seems. Fortunately you have enough money to not starve or sleep in the streets for a short while, but after that you'll need to get paid or work something out.
[5] As it happens, your contacts have something for you immediately, however. Supposedly there's a heavily wounded... plant, or something, out in the wastes, and it spits fire. Even better, it's close enough that you don't have to worry about provisions or special supplies to reach it. With little better to do, you take the opportunity.
Upon reaching it, you see that it's a thorned, dark green stalk supporting a giant round red bulb. It's got obvious damage from something- presumably sword blows, but it could have been claws or similar. It shakes and hisses at your approach, and the bulb seems to faintly glow from within for a moment. It's definitely ready to defend itself.
HunterYour new boss is not big on formalities. [5] You do make some money chopping wood for someone on the way north, however.
(+1 small silver pouch)In any case, once you arrive in Stalwart- a border town, obviously- he shows you where to find work. You'll have to worry about eating and sleeping on your own, but contracts can be found freelance or posted in his little compound. Apparently a lot of them come straight from some duke or whatnot living in his keep south of Stalwart- he supposedly
hates demons, and thus pays well for attempts to wipe them out.
[5] He's got a nice job lined up for you already, which he's too lazy to deal with himself. Apparently some demon thought it was clever, but long story short it lost all its minions and fled into some outcropping of rocks. More experience teams have been near there for other business, so they don't think it managed to flee. A lone warrior is exactly what's needed to take it out without scaring it into a game of cat and mouse.
Consequently, you arrive at the outcropping. It's a rather large area of strewn boulders and rock formations- you can tell how something could remain hidden in there a while. Not long after entering, you hear high-pitched, almost desperate sounding laughter behind you. Sure enough, there's an extremely thin, not especially large demon behind you, laughing about how it'll wear your skin as a cloak. It's got incredibly thin, sharp fingers, and thin, bony tail, and its skin is a strange white with red smears.
Interior MercenariesTaric
10/10 HP
Spear: +2 Attack, +1 Damage
+1 Leadership to getting people to follow
Skills
Apprentice Spears (0/20)
Novice Leadership (0/10)
Inventory
Spear - +1 Damage. Well-made but not exceptional.
Brightly Colored Silk Shirt - +1 to Leadership rolls to get people to follow you somewhere else.
Tarok Kingsley
10/10 HP
+1 to controlling lunar demons
Skills
Apprentice Summoning (0/20)
Novice Necromancy (0/10)
Inventory
Crescent Moon Pendant - +1 to controlling lunar demons
Fallen Bird Pouch - Provides the reagent for animating a tiny aerial scout
Straga Sickshade
10/10 HP
Whip: +1 Attack
+1 to animating undead
Skills
Apprentice Necromancy (0/20)
Novice Whips (0/10)
Inventory
Skull of Servitude - +1 to animating undead
Studded Whip - Standard weapon.
Northern Ingredient CollectorsGareid
10/10 HP
Sword: +1 Attack
+1 to AoE earth spells
Skills
Apprentice Earth Magic (0/20)
Novice Swords (0/10)
Inventory
Mineral Pendant - +1 to AoE earth spells
Simple Sword - Standard weapon
Small Silver Pouch - Can be used to purchase a minor piece of equipment (rope, lantern) of decent quality.
Derm Hell-Binder
10/10 HP
+1 to fire magic
+1 to researching fire demons
Skills
Apprentice Fire Magic (0/20)
Novice Summoning (0/10)
Inventory
Staff of Flame - +1 to fire magic
Tome of Fiendish Lore - +1 to researching new fire demons to summon
Small Silver Pouch - Can be used to purchase a minor piece of equipment (rope, lantern) of decent quality.
Northern Demon HunterTarran An'ic'ia
10/10 HP
1S/0P/0B Resist
Longsword: +2 Attack, +1 Damage
Skills
Apprentice Longswords (0/20)
Novice Holy Magic (0/10)
Inventory
Longsword - +1 Damage
Holy Pendant - +1 Slashing Resist
Small Silver Pouch - Can be used to purchase a minor piece of equipment (rope, lantern) of decent quality.