It's not dead!
Irosus:{6} - Irosus manages to find three humans being harassed by a pair of guards, one of which looks very angry and draws his weapon threateningly. Nobody else is around. The insectoid uses Sunlance, instantly killing both guards. The three humans he saved praise the sorcerer, and quickly agree to work for their savior. They look fairly healthy, and claim that they was recently forced by the governor to sell their house at an outrageously low price.
They are unskilled laborers. They spent the last of their money on food earlier.
One of them asks what they should do about the corpses that were obviously killed by magic.
Frelock:{3}{1}{6} - While looking for a friend, Frelock locates upon an elf. The elf seems to be vaguely annoyed be the lack of elves in the area, and is preparing to defend himself. The elf is surrounded by guards with hostile intentions.
Toaster:{1} - Toaster decides that that asking a guard about groups of elves would be easier than wandering aimlessly for several hours and spending longer than necessary in this filthy city. The guard grins and mentions that his commander is an elf, and would love to meet with him. The guard takes Toaster to see his commander.
The commander is Kilthari, banished twenty years ago for her obsession with outsiders! Toaster was one of the ones who banished her!
She now holds a burning hatred for her kin, and is currently leading a squad of five guards, not including herself or the one that brought Toaster to her. Toaster is surrounded by seven guards. They have no true uniforms, and seem to be poorly trained.
Dwareval'il'ik:{2}{3} - The kobold summons aid for brick-carrying duties. They look slightly annoyed at the task, but the squad of three kobolds manages to carry the bricks with minor grumbling. Unfortunately, the nearest used brick warehouse seems to have gone bankrupt recently.
Darvi Derpson:{1}{2} The dwarf wanders over to the slums on the outskirts of the city. He questions a few people about their desires for wealth and power, but they realize he doesn't have much wealth, think it's a Ponzi Scheme, and decline. Three humans who seem to be part of a werewolf gang (cultist leader's intuition) approach, glaring pointedly. That look probably means that they think they can get money out of him, but wouldn't mind getting an easy fight.
It is now noon.
Character sheets:1/6(6)
Mana:
2*R
2*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.
1/4(4)
Mana:
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
17 stolen bricks
Cards:
Crimson Kobolds / Free
Summon
0/1
Kobolds are stealthy and gain +1 on reflex save.
2/6(6)
Mana:
4*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
1/5(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.