Enough people want me to keep this alive that I don't want it to die, but my motivation to get updates done in a timely manner is gone. Anyone want to take over as GM? If not, I'll keep going.
Dwareval'il'ik:{1} - "Sir, please get me out of here. I'm an excellent merchant, and could steal from your enemies. I can also--"
"Shut up!" The man angerly jabs a blunt piece of iron through the bars of the cage and into the kobold's stomach, knocking the wind out of her. "Filth like you don't get opinions!" {4} Dwareval'il'ik is filled with rage, and lunges at the side of the cage, snarling. The man smirks and returns to his companions. "It's definitely a fighter."
{?} They purchase the kobold. The proprietor, while wearing thick arm-length gloves, shoves the kobold into a thick burlap sack and quickly ties it tightly shut after ensuring the door is closed. Dwar'eval'il'ik can barely move, and is hit when she tries struggling. After an indeterminate time of uncomfortable movement (She thinks she was thrown onto a cart at some point, with one of the men occasionally kicking her), the sack is eventually opened, and she is dropped into what is probably a basement. One of the men is guarding the closed door closely, while another speaks. "If yer hungry, there's rats around. Yer fight starts in three hours. Try not ta get kilt before we've been paid enough ta make ya worth it." Both men leave (There looked to be another small room behind the door), and she hears a lock click.
The basement is mostly stone, and strewn with various rubble and cobwebs. Near the door is a bowl with water. The ceiling is made of wooden planks, and a small amount of light filters from above. There are no obvious exits beyond the door.
Everybody who's not a kobold.{5} One of the chief's subordinates hands him a pipe, which he promptly lights and begins to puff on. Two other patrolmen interrogate Irosus' minions, after separating them from the insectoid. "Kilthari has a certain fondness for picking fights with foreigners. As you're all still alive, you clearly impressed her. I do have a use for ones such as you." He gestures down the street to the west. "We have gang problems. The Claws have never been much of a problem, but have grown greatly in strength over the last month, and even went so far as to kill a group of my guardsmen yesterday. I could just have them killed, but my gut says they're up to something, and I want to know what. Find it out, if you will, and there will be a reward in it for you.
Of course, I can't force you to do so, but I won't be so lenient next time you disturb the peace if you ignore my request."
As the interviewers report to the chief, another guard explains exactly where the Claws' HQ is (An old two-story tavern they bought and renovated), and the locations of two of their known safe houses (A larger building with a barbershop as a front, and a warehouse). He also explains that they have an estimated 40 people, take cuts from businesses in their area, and that their leader is greedy, arrogant, and good in a fight.
The chief nods at Irosus. "Congratualtions, you have been deemed to not be an immediate threat. The elf and the bug are free to go; the other one needs to be interviewed."
One of the guards steps toward the sliver with a piece of parchment. He explains that all telepaths in the city need to register, and prominently display their registration license at all times. Any unregistered telepath with a stolen license is executed. There is usually a fine for first-offense telepaths forgetting their license, with increasing penalties for subsequent offenses. He gives Frelock an interview to determine whether the telepath is a likely threat, then ties a green canvas scarf behind the sliver's head and hands him a card (The bearer is a recognized telepath. <Unrecognizable scrawl, probably a signature>). The scarf has a picture of a brain with jagged lines radiating outwards on the left and right sides. He is mildly disgruntled that the sliver cannot pay the 5 silver fee, but the chief waves it off.
Evening approaches.
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:
Telepath's scarf.
Telepath's license.
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.