Remember: Bad rolls get you railroaded into unfavorable situations.
Dwareval'il'ik:{3} vs {5}-1 - The slavers are briefly confused as the kobold claims it wants to be a slave. One of them shrugs and clubs it over the head.
When Dwareval'il'ik wakes up,
{2} {4} she is locked alone in a sturdy iron cage. Some of the bars are slightly rusty, but far too strong for the small kobold to do anything with. She has nothing but a torn canvas sack converted into a shirt and a loincloth, and the cage seems to be locked with a secure padlock. There is nothing but a stone wall in reach of her cage, which is barely large enough for her to sit up in. Several other cages are in the room occupied by various races, amongst them her former minions. They seem to be sulking and ignoring her.
{3} A scarred, muscular, and angry looking man escorts a group of four youngish men into the room and gestures at Dwareval'il'ik. "Just got this one in. Doesn't seem worth training; might be good for a fight or two. Yours for ten gold." Three of the men whisper quietly to each other, while the fourth walks towards Dwareval'il'ik's cage. ((A {1} or a {2} would have been a loss. This is still likely to be a loss.))
Frelock:{6}+1 vs {6} - Through the power of Conversation, Frelock manages to get the guards to loosen up a bit. They are now unlikely to kill him unless directly ordered to do so, or if they see him as a threat again.
Toaster:{3}-1 - The unconscious elven knight dreams of summoning help and killing all the guards. He then goes on to cleanse the city of foreigners. Just after he succeeds, his dream self is surrounded by a dense purple fog of pure evil. He is enveloped by excruciating pain, and awakens with a severe headache to find himself being inspected by an imposing guard. His rank insignia is more elaborate than his fellows.
Irosus:{1}-1 vs {3} Irosus turns to nonchalantly leave, but is blocked by reinforcements pointing halberds at his throat. "So, thought you'd help your friends here, eh?" They misunderstand his look of confusion, as bug facial expressions tend to be too subtle for humans to bother noticing. They quickly round up his followers as they try to slink away.
Toaster is bandaged up and dropped unceremoniously onto a horse-drawn cart. Frelock is escorted by a pair of guards, Irosus' minions by one each, and Irosus himself by seven. The group reaches a guardhouse, and {4}Kilthari instructs one of the guardsmen to report in while she seeks medical attention. After a few moments, a heavily scarred man in a well-worn yet polished guardsman's uniform appears. One of the guards awakens Toaster with smelling salt.
"So, you're the troublemakers." He looks over Toaster, Frelock, and Irosus calculatingly. He barely glances at the civilians cowering behind Irosus. "Picking fights with my men, using telepathy without a license, and conspiring against the governor." He glares pointedly at Irosus at the last accusation. "Normally I'd have the lot of you gutted, but the wife seemed to think I should do things different today, and I'm feeling generous. Perhaps I shall." He smirks and looks at the group expectantly.
It's mid afternoon.
Enemies:No combats.
1/4(4)
Mana:
5*R / 5*R
Skills:
Swindling
Haggling
Perks:
Kobold - +1 reflex saves, stealthy, -1 HP, poor magician.
Coward
Inventory:
Loincloth
Coverted potato-sack shirt
17 stolen bricks
Cards:
None.
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:
None.
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.