Frelock:{3}+1+
1 vs {6} - One of the guards notices the mental intrusion due to the appeal to morality. He {3} notices the sliver, and alerts his companions to the situation as he draws his weapon and advances, Half of them follow.
Irosus:{1} Irosus learns that the city gains most of its wealth through a combination of weapon/armorsmithing and mining gold and iron. He leads the group down a few streets, and quickly finds an angry {6} group of guards. They're surrounding a prone and bleeding form. Half of them notice the insectoid and his followers, and begin to approach with drawn weapons.
Toaster:{6} - Through rigorous mental discipline, the brave knight manages to regain consciousness. He quickly assesses that moving would be Bad for his grievous wounds, but complains to Kilthari about her employing a telepath to disrupt the honorable duel. She chuckles and derisively states that he was already losing, the telepath was on his side, and that if he moves she's going to hire a special interrogator when she's done with him. She then watches her guards split up while standing over him and gloating over how pathetic he is, as well as the rest of his kingdom.
Darvi Derpson:{4}
{3} - Darvi parts with his minions after telling them to locate more potential followers, cancels his shiny spell, and enters the nearest tavern. Two shadowy figures are discussing a plot to overthrow the self-serving governor and institute themselves as the leaders of the city. It sounds overly complicated.
Dwareval'il'ik:{1} - The kobolds "accept" the quest, and enter the old man's house so as not to murder anyone on the street. A group of three bulky-looking men surround them with blunt weapons, and the old man bars the door. There are no windows, but two closed doors lead deeper into the house. "You rats're all too stupid to live free. Not worth much more than a few pints to Krogar, either."
They attack!
{1}+1 vs {1}+2-
1 - Two of them focus on Dwareval'il'ik, the obvious leader, but he manages to dodge their clumsy attacks. The kobold hesitates when faced with an opportunity to get close enough to shiv one, and the moment is lost.
{2} vs {2}+2-
1- His companions are knocked out in short order, and the slavers regroup for another attack.
It still remains noon.
Enemies:Against Toaster:
Kilthari - 3/2
Guards - 1/2 - Pursing IronyOwl
Guards - 1/2 - Pursing Frelock
Slavers - 2/2 - Attacking Dwarmin
Character sheets:1/6(6)
Mana:
1.66*R
1.66*B
Skills:
Loremaster (Eldritch)
Masonry
Knifesdwarfship
Perks:
Dwarf - +1 fortitude saves, +1 HP, dimvision, cavedweller, alcohol reliant, mutual dislike of upper class, poor magician.
Light Sensitive
Terribly Unwise
Inventory:
Ceremonial Knife
Masonry Tools
Dwarven garments
Ceremonial robes
20 silver
Cards:
Fists of the Demigod / (1)B/R
Enchantment, lasts until target sleeps.
Black creatures and sorcerers gain +1/+1 and wither.
Red creatures and sorcerers gain +1/+1 and first strike.
Red/black creatures and sorcerers gain +2/+2, wither, and first strike.
Followers:
2 unhealthy unskilled male laborers.
2 unhealthy unskilled females.
1 unhealthy elder.
5 unhealthy children.
1/4(4)
Mana:
5*R / 5*R
Skills:
Swindling
Haggling
Perks:
Kobold - +1 reflex saves, stealthy, -1 HP, poor magician.
Coward
Inventory:
Throwing knife set - +1 at medium range against melee, -1 in melee. Reach.
Shiv - +1 if target doesn't/cannot defend themselves. Quickdraw.
Merchant's clothing
10 gold
Cards:
Crimson Kobolds / Free
Summon
0/1
Kobolds are stealthy and gain +1 on reflex save.
2/6(6)
Mana:
5*W / 5*W
Skills:
Loremaster (General)
Literate
Management
Perks:
Insectoid - +1 combat, +1 HP, -1 charisma die.
Greedy
Wanted dead by Mek'nathel Clan
Inventory:
Nothing.
Cards:
Sunlance / W / Requires sunlight.
Sorcery
Deals 3 damage.
Followers:
3 unskilled laborers
1/-1(5)
Mana:
5*G
Skills:
Martial Leadership
Noble Etiquitte
Perks:
Wood Elf - Good magician, +1 will saves, poor urban area knowledge, obviously Good if undisguised.
Xenophobe
Elven noble
Disciplined
Inventory:
Elvish Longbow - +2 at range against melee, -2 in melee. +1 at range against non-melee. Reach.
Shortsword - +1 against melee.
Traveler's clothing (Cloak counts as a disguise)
10 gold
Cards:
Elvish Warrior Squad / GG
Summon
2/3
1/5(5)
Mana:
2*U
2*B
Skills:
Diplomacy
Scout
Perks:
Sliver - Two-way local-area-range telepathy, Sliver Hivemind, One hand, poor climbing.
Psychologically traumatized when alone
Inventory:
Nothing.
Cards:
Winged Sliver / (1)U
Summon
1/1
While summoned, all slivers in hivemind may fly magically. Flight spell is strong enough to carry a single passenger and minor load, or a moderate load. -1 combat in flight while burdened.