Turn 13: It's A Trap!Try and leave a mark so that we'll know the way to get out, then follow the merchant's suggestion.
[3] You smear some dirt on some rock. It'll probably be visible later...
Whip a bat out of the air and stuff it into my Schist Jar for preservation. Follow the rich guy.
[6] vs [4] You manage to get one, and quickly stuff it in the jar.
+Bat CorpseFollow the others, but stay at the back of the group. Have the Wisp float above the person in the middle of the group to provide equal light for everyone.
[2] Your wisp can't fly that high, making it hard to illuminate everything.
Draw my bow, fire as soon as I see something move that isn't on our side.
[6] You're a bit trigger-happy.
Interior MercenariesYou follow the rich guy's instructions, creeping forward to discover another break in the wall. This one is more spacious, but still equivalent to a cramped hallway.
It's also surprisingly long, and dips down slightly. When it opens up, you find yourselves in a fairly large cavern, sparsely illuminated by luminescent fungus. Pools of shallow water are everywhere, and less brilliant life grows in decent abundance.
Continuing to follow the rich guy's suggestions, you make your way through towards a particular direction. It doesn't take long to run into trouble- [6-1] Alexander expertly points his bow at a ripple under one of the pools, drawing everyone else's attention to a froglike face looking at them. The discovered creature lets out a brief, low croak, and it's answered with rustling off to the side and further, fainter croaking. It seems you've been discovered by a rather large band of tribal-looking frog-men, mostly unarmored and armed with bows and spears.
They seem ready to attack, but have been content to simply edge towards encircling the group thus far.
"Sure. Just as long as I get at least one sword."
Accept jobzorz.
[3] You have a bit of trouble finding the place, and are a bit tired when you arrive. That makes the ephemeral whispers you hear upon first entering the haunted mansion even more disconcerting than normal.
Fortunately, it doesn't last long. A shrieking ghost ambushes you from behind, [4] vs [1-2] raking your flesh with ice-cold fingers and causing you to shake involuntarily.
-2 HP-3 to next dodgeTry to find a map of the local area and mark down likely locations of ingredients.
[1] You spend a lot of time listening to some crazy guy who's clearly making things up.
"Fire, fire, more fire. Nothing that can help the wayward Earth Magician." Gareid thought, disappointed with what he found out, "Money's money, though, derm's still milling about with his cult, and I guess some of the equipment here could be of use." Gareid tries to listen around for a paying side job.
[3] Someone needs some plants harvested not far from town. They're growing in a big field, so it's not hard, but of course there's almost assuredly something skulking around out there that'll try to eat you. Also, the fields are technically owned by someone, so you can't harvest anything you're not handing over.
Gently manipulate the ice to bring me to the top of it,and then search for materials.
[5][Luck 5] You expertly slip yourself enough out of some of the ice and wriggle free. [1][Luck 3] You have trouble finding flowers in the right stages of blooming, and fall in the muck several times. Fortunately nothing eats you.
+6 WaterInterior MercenariesTaric
10/10 HP
Spear: +2 Attack, +1 Damage -Flying Monkey impaled on spear-
+1 Leadership to getting people to follow
Skills
Apprentice Spears (12/20)
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.
Gneiss Ring
+1 minor silver pouch - can be used to purchase a minor piece of equipment, like a piece of chalk or candle
Tarok Kingsley
10/10 HP
Demonic Sword: Standard
+1 to controlling lunar demons
Skills
Adept Summoning (2/30)
Novice Necromancy (0/10)
Inventory
Demonic Sword - Standard Weapon
Crescent Moon Pendant - +1 to controlling lunar demons
Fallen Bird Pouch - Provides the reagent for animating a tiny aerial scout
+1 minor silver pouch - can be used to purchase a minor piece of equipment, like a piece of chalk or candle
Straga Sickshade
10/10 HP
Whip: +1 Attack
+1 to animating undead
Skills
Apprentice Necromancy (14/20)
Novice Whips (7/10)
Inventory
Skull of Servitude - +1 to animating undead
Studded Whip - Standard weapon.
Decaying Chalk of Decay
Schist Jar - Contains bat corpse.
Small Jar of Honey
Monkey Bones (about two monkeys worth)
Alexander Kyrby
10/10 HP
+2 Dodge
1P/1S/1B Resist
Bow: +1 Attack
Skills
Apprentice Dodge (0/20)
Novice Archery (0/10)
Inventory
Bow - Standard ranged weapon
Light Leather Armor - +1S/+1P/+1B Resist
Northern Ingredient CollectorsGareid
10/10 HP
Sword: +1 Attack
+1 to AoE earth spells
Skills
Apprentice Earth Magic (13/20)
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.
Slow-Cooked Plant Bulb - Delicacy
Derm Hell-Binder
10/10 HP (Stable)
+1 to fire magic
+1 to researching fire demons
Skills
Apprentice Fire Magic (5/20)
Novice Summoning (6/10)
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.
2 Fire Glands - (fire component)
Sword SeekerTarran An'ic'ia
8/10 HP
-3 to next dodge
1S/0P/0B Resist
Longsword: +2 Attack, +1 Damage
Skills
Apprentice Longswords (5/20)
Novice Holy Magic (6/10)
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.
+2 Hearty Rations
Swamp RunnerOchita
10/10 HP
Skills
Apprentice Water Magic (9/20)
Novice Runecrafter (0/10)
Inventory
Water Staff - Standard water magic weapon
Book of Runes - Unknown
Enemies and AlliesZombie Flying Monkey Triplets (Straga)
? ? ?
Spectre (Tarran)
Frogmen (Mercenaries)