Turn 11 of 13.
Time-span: two weeks.
Irosus:{5} - Using his tremendous (comparative) intellect and superhuman strength, Irosus doubles the Claws' territory and increases membership by half. He rapidly advances in rank, eventually becoming the second-in-command of the gang (after silently removing his predecessor, of course). {1}+2 - He uses his new connections to learn about the gang's recent past. Around one month before he arrived in the city, a magic user going by the dread name of Samantha took command of the gang. Ruthless, brilliant, and powerful, she made the gang into a local powerhouse, earning their loyalty. One week before Irosus joined the clan, she ceased communications before disappearing, telling them only to continue gaining strength. {2} - Irosus noticed nothing strange during the two weeks.
Irosus managed to keep his magical abilities secret.
Frelock:{3} - Frelock spends much of his time communicating with his hive, but it seems to be having some sort of unknown trouble. It succeeded only in creating another two flying slivers and sending him their cards. His telepathy is slightly better, but the improvement is only significant if he has his own mini-hive of at least four slivers, including himself.
Toaster:{1}+1 - During his search, Toaster encountered Kilthari again. {5}, {6} vs {1}. Justice being served swiftly, he sent her corpse home alongside his warriors. {4} vs {2}. Nobody noticed the "fight." A further search of the dark alley, and Toaster found a poorly written note:
K: Thanks for the gold. We're done fighting now. By the time you find this, we'll have long fled town.
-B{5}+1 - After continuing his search by speaking with every elf he found, he learned that a powerful human has apparently been stirring up gang activity throughout the city. {2}+1 - This figure's goals remain unknown, although the gangs are nearing open war with each other. It's likely that they are a diversion of sorts.
Dwareval'il'ik:{5} vs {3} - The kobold spends the rest of the day creating a replacement shiv. Once those inside the house fall asleep, she effortlessly enters the house and assassinates the so-called masters. She finds their money stash, and various papers detailing the business. {3} Come morning, a few thugs meet her at the door. She eventually manages to convince them that she is the rightful and lawful heir of the business, thanks to generous bribery of half the stash, and hires one as a personal bodyguard. She spends the rest of the weeks earning money through fights.
Enemies:No combats.
1/3(4)
Mana:
5*R / 5*R
Skills:
Swindling
Haggling
Perks:
Kobold - +1 reflex saves, stealthy, -1 HP, poor magician.
Coward
Inventory:
Fine clothes
57 gold
"Animal" Fighting Den
17 stolen bricks
-1 finger.
Cards:
None.
Minions:
Bodyguard.
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
Claw member
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 [3x]
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.