Turn 1.5 Saren Of Tyria/Micelus
The Council's faces betray their feelings-no small amount of guilt, tempered by cold logic in some cases, blatant greed in others.
Hypras speaks first.
"If this is your choice...we cannot stop you from leaving. You are young, and you must follow your heart, as we all once pledged to do.
Normally, we would ask you to forfeit your staff and robe...but I have a feeling you will be needing them soon."
He sighs. The rest of the council stays silent-not willing to make an enemy of him, not openly at least.
"I will...try to assuage the Kings fears, but I cannot promise he will not send his Hunters to pursue you. Even more so, once he hears of your...strange ideas."
The Council remains silent, and does not give you leave to go. In fact, they seem to have forgotten you were there.
You have been exiled from the Company of Conjurers. The walk out of the warm stone halls that were your home for many years is a long one-your steps echo into nothingness, and your sights bring back fragments of memories you had half forgotten...you see your friends and confidants in the halls as well, but they do not speak to you, falling silent as you pass. It is forbidden. Even the long time friend you had been casually dating for a month or so does not utter a sound as you pass-or perhaps what you heard as he turned his back on you was a choked sob, or you hope.
But you see the truth in all their eyes. They wish they had the courage to do what you are about to attempt and wish you well.
Yet, the Source still lies ahead...Saren spends the night in a dingy, low rent apartment-all the better to avoid any pursuers-either the Kings or her Fathers-and in the morning, she catches a ship to the ports of Sommerlund...there is talk of an expedition far inland from there, hiring many adventurers to seek the Source.
A few days of uneasy travel later, you fall in with them, taking stock of your supplies before you leave.
[1]
Your personal supplies are somewhat thin-you could not extract your savings before you left the Company. You are able to buy only a days worth of food, and a watered down soothing balm from a shady healer.
Items Gained:
-1x Conjurers Staff/Two-Handed Melee Weapon
This quartz crystal topped quarterstaff is not only a potent weapon in hand-to-hand, but a magical focus that helps in conjuring efforts. It is missing the emblem of the Company of Conjurers that would usually be on it's head-Saren removed it, since it could have been used to track her movements.
-1xConjurers Robe/+2 Defense, Mana Battery
Sarens own robe is dark green, like her scales-denoting her as a Class 3 Conjurer, of which there are 10. It's covered in complicated symbolic runic designs, designed to not only look fashionable but helps the wearer store additional reserves of MP, and summon it at will-useful when one needs to spend energy in an emergency. 2 points of MP can be expended to store 1 for long term use. It's full now, of course.
(Stored Energy: 25/25)
-1xLizardfolk Tribal Tattoos/Natural
An entire record of Sarens own life and achievements-and her clans-has been printed into each ringed scale on her long tail. Other than the sentimental value, it marks her as a faithful follower of the old Lizardfolk ways-if she should encounter her kind on the trail to the Source, they will be less likely to hinder her, and may in fact be helpful.
-Consumables-
-1x Greenscale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
Your scales can be expected to fall off and chafe regularly-they protect whats underneath, after all. A application of this foul smelling brown paste (it smells good to lizardfolk, actually), will facilitate regrowth, healing your wounds over time-it can only be applied after a small measure of rest...but for the next day, your scales will be extra strong and shiny. This item only works on Lizardfolk and similar scaled beings.
-1x Smoked Pork Rations/One Day of Food
Though Lizardfolk can eat vegetables and fruits, they derive more energy from meat and protein-especially if it's rare. Smoked meat is far from optimal for the palate, but it will keep fresh on the trail.
>
Ochita
It is odd how difficult Ochita finds it to leave-he's already left before...maybe it's concern for Mother...or fear of the road ahead?
Either way, he has never been one to back down-ahead, lies the Source. He will claim it.
He visits the market one last time before departing to where he has heard the expedition for the Source will begin from.
[5]
The market was well stocked that day, and Ochita splurges-what other use does he have for his hard won wealth? He buys two days worth of food and four healing potions, along with an additional two MP potions.
Items Gained:
1xVerlaine Cutlass/Weapon
Ochita found this blade many years ago, while he was exploring the drowned tombs off his homelands coasts. It's wide and thin, requiring a great deal of finesse to use-he suspected it might have once belonged to a woman with similar body build and fighting style to his own-but the effects more than suffcient for his needs, capable of utility use-hacking through heavy vines, chains and ropes in his way without dulling, and fighting in cramped, close quarters combat.
1xRobes of the Traveling Mage/Armor: +2 Defense, +2 Magical Resistance
Ochita prefers a slightly ornate robe-embellished with arcane markings and teal trim. Though slightly worn, he has kept it for a long time, and it's absorbed some of his own energy within it. Over the years, he's found it provides him a measure of protection from physical and magical attacks, beyond what the faded cloth might suggest at first glance.
1xLeather Bag with Collected Literature
This unassuming, weather and trail beaten bag has been with Ochita for as long as he can remember-it was in fact, the first of many gifts from his Mother and Tutor, Elesias. Contained within is an amazing amount of lore-much of which, some would kill to possess. It even includes an odd copy of the Journal of Toz...Ochita can consult this lore at any time, looking for answers.
-Consumables-
2xDried Fruit and Nut Rations/One Day of food
Every Mage knows the value of staying rich in vitamins and...antioxidants. Ochita had scurvy once, and he didn't like it. His preferred rations are combination of energy bearing fruits and nuts.
4x Healing Potions/Heals 25% HP, 50% Defense instant use
Made from a combination of Lampsur and Laumwort, this delicious, bright red potion is every adventurers friend...one merely has to drain the contents-either directly, or added to soup-and a measure of wounds are automagically healed. It has the advantage of being able to be drunk in combat to reinvigorate the fighter. Can only use one of these on a turn.
2x MP Potion/Restores 100% MP, Spell Overcharge, instant use
This potion-tinted bright blue for comparisons sake to the Healing version-is the Wizards best companion on the trail. It hydrates the imbiber and restores all of your expended Mana energy, allowing longer and stronger casting of spells. It had another interesting use-a spellcaster who drinks one when he MP is already full, gains a sort of Overdrive effect, empowering their spells far beyond what they might normally be able to do. But, that's not recommended due to side effects...
>
Feleris Valinar/Tiruin Feleris prays silently to his Goddess as the group makes their way out of town-some still staggering drunkenly, but others giving heartfelt goodbyes to tearful wives or husbands and children. He cannot help but feel regret that many of them will never return.
Others soon join the vanguard-it seems this expedition has drawn odd sorts from all corners of the world...each one could be a friend, or a foe.
...
The trail is long. Stromgand is the leader in everything but name, and he derives some small, petty joy from forcing Feleris to do more than his fair share of work-scouting ahead for danger, mostly. Feleris does not mind, or at least he does not give Stromgand the satisfaction of seeing it on his face-it is a job that must be done, and there is no one better than a Sylvan Ranger.
Still, despite his icy treatment by many of the expeditions members, he does try to speak with them...
[4]
He quickly finds most of them are not so bad, once they are not afraid of being set upon by the others. Feleris strikes up a quick friendship with a young alchemist named "Halbarad", and they exchange what little they know about the road ahead...
"Well, I can't say what the Source is. No one can." Halbarad says, scratching his thin red bead.
"I hope it's something I can use to make an alchemists stone-I'm not so greedy to want to turn Gold into Lead, though that would be nice...no, I'm hoping the source lets me save my wife Lissa-she was cursed, you see. Turned to stone by a Medusa...they told me she's nothing but cold rock now...but I can't let her go. Whatever it is, I hope to bring her back-stone to flesh. Crazy, right? But I guess we're all sorts of crazy, to be on this trip..."
There are many stories like that. Some of them sounds, to put it gently, completely insane-one woman wants to claim the Source and turn into a Man. Another Man wants the Source so he can slay all the Kings and Queens in the world and make it a paradise of freedom. Yet another Older Wizard just wants to turn back time itself-ironically, so he can warn his much younger self *not* to pursue the Source, and therein waste his life.
So many stories...each a certain Hope, against all logic or reason...
You end up discussing the dangers as well.
Halbarad nodded, chewing on a piece of jerky, before wiping his arm on his sleeve and responding.
"Hmm, well last I heard, the Fortress of Blood was guarded by Orcs. Lots of Orcs, and Goblins and those little mongrel rats...err, Kobolds, yeah. But that was only the outside. They say it goes down and down, right into the center of the Earth itself. And it's not all caves like you would think-no-that Toz fellow made portals to different worlds, times and places-so we could face anything down there. But what do I know, really."
Stromgand only seems to despise you more as the journey continues. In fact, his hatred seem so prodigious that it begins to spread to men like Halbarad. You are not pleased to see how even your presence has begun to create a slight ideological shift in the camp.
[2]
Feleris is not completely surprised to find his tent ablaze-along with most of his supplies-as he returns from another late night patrol. He still has about a day of food and medicine left-but, he does not mind. Nature will always provide him with what he needs. Stromgand is standing nearby.
"In truth, Elf, it twas a small Dragon-about the size of a pony. He did swoop down and set your possessions alight. What a pity."
You get the feeling he isn't telling the truth. Stromgand strolls away in a good mood.
As you poke through the ashes, looking for something that survived, you hear a groaning in the bushes.
It's Halbarad-who seems to have been sustained a beating on your behalf.
"Sorry, Feleris...I tried to stop them. I don't know what made me try, there were alot more of them than me."
He winces, cradling a bleeding scalp.
"I managed to save some of your food and drink, still. I'm sorry I couldn't save any of your instruments. Such beautiful music...It was a sin to see them destroyed in that way."
He points to a small bag where he managed to collect a scant amount of your equipment. Along with what you had on you at the time, it's all that remains.
Items Gained:
1xSylvan Longbow/Ranged Weapon
It was not carved crudely, but shaped by an Elder Redwood Treant from his own wood, who gifted it to Feleris when he became a Ranger. A fine strand of hair from an Elven maiden-Feleris's first lover-provide the bowstring, stronger and more flexible than any cord or wire. It's a masterwork weapon-all but indestructible, and terribly accurate in all conditions of weather. It needs no embellishments, for it's true beauty is in the song of death it sings for the enemies of the Elven people...
1xTwin Sylvan Daggers/Melee Weapon
This dangerously long daggers hang at Feleris's side-ready to be drawn silently, or thrown without hesitation. Crafted from shining Silversteel, they are both tools and potent weapons-a bane to the foes which often threaten the Elven home forests.
1xRangers Cloak and Tunic/Armor:+3 Defense, +1 to Stealth
The habits of Elven rangers are designed to facilitate stealth as well as combat-providing both defense and mobility. The cloth is enchanted with Fey spirits who can subtly change it's color and texture-allowing Feleris to sneak in almost any terrain.
-Consumables-
15x Swiftflight Arrows/Ammunition
Rangers Arrows are no less masterfully worked than the bows they are fired from, and most of them craft their own-Veleris prefers lighter, longer arrows, less likely to directly punch through heavy armor, but easier to finesse into the weakspots of that armor, and doing more damage to flesh and organs.
1xWaybread Loaf/1 Day of Food, +1 Morale Bonus to all stats for 24 hours
If the Bow is the Rangers signature weapon, the Waybread-called "Lembas" in other lands-is their signature food. When kept inside it's specially prepared leaf wrapping, it can stay fresh and delicious for months-and a single bite provides many hours of traveling energy, even if it is not terribly filling...in fact, Rangers disdain the typical rations of heavy meat and vegetables, preferring to stay lean and hungry on the hunt, much like the animals the Elves revere.
1xSunshine Liqeur/Heals 50% HP, 100% Defense, instant use
This wine is stored in a small gourd, and burns like the Sun when exposed to open air-but it's purpose is hardly illumination-just a few drops are known to swiftly mend wounds on the imbiber, on their body as well as their spirit. It only aids those who serve goodness, or at least abstain from evil-a Dark Soul who touches the liquid is burned instead of healed, making it an expensive sort of weapon if you were truly desperate.
>
Rhogar Steelscale/Zako Kron thunders, and a bolt of divine lightning arcs toward Rhogar. In the presence of his God, he dare not flinch. It strikes him head on, but there is no pain-just a feeling that they are now linked.
"It is done. Now, go forth-battle with the Storm in your heart! Let us show these greenskins what true courage is."
Rhogar feels himself being pulled back to the mortal world..
"There is a band you must join-they are heading to the Source. Use them as you will, but remember-only you can claim the Source in my name. I am willing...to forgive certain sins you might commit in this endeavor. But only so far."
Rhogar knows Kron is a fickle God-much like the weather, he is sometimes cunning, other times brutal-sometimes a loving father to his followers, or a harsh task master. Dealing with his Gods turbulent moods is merely a part of his Religion.
Then there is another feeling of time slowing down...and stopping.
Rhogar finds himself in another room-unlike Krons thundering throne room, this is more like a library, or a laboratory-there are books and scrolls and tomes...and clocks, everywhere. Sundials (though Rhogar can't see the sun from here) hourglasses, water clocks-even strange flat devices with magic glowing numbers on them. There is a young bespectacled man sitting at a desk, looking at an hourglass intensely-or, an old man? He seems to be shifting from age to age as he watches.
"I know that's terribly confusing. Let's get down to business, yes? I'm the God Chrono by the way. Doubt you've heard of me..."
Rhogar looks over and sees the Orc is here as well. They strain to attack each other, but neither of them can move in the presence of the God of Time.
Chrono steps forward, and with a motion of his hand, the sand flies out of the hourglass and attaches itself to the wrists of the two warriors, forming matching bracelets.
"There. Now, the Gods will be able to track you-and your state, living, dead, or otherwise-no matter how far you go. But that's not all! While your competitor wears the twin of the one you carry, you will be able to concentrate and sense the others progress and general location. So, both of you have no reason to hold back."
Chrono smiles-drooling like a baby, and a moment later as a toothless old man.
"I've included a little surprise as well-since, interestingly enough, neither of you asked for divine gifts from your respective deities aside from blessings. Odd, how you alike in that way, don't you think?
Anyway! The bracelet has a special, one time limited use-if you touch your hand upon the face and say my name three times, I will rewind time, to the tune of a few minutes or hours, enough to save you from whatever horrible fate you got yourself in. Good if you caught in a giant spiders web or something. The only case it won't work is if are fighting each other-proximity of the two bracelets cancels it out. So, you can rest assured, slaying your foe is a permanent thing."
Chrone looks at a small magical time piece on his arm.
"And now I'm late. Off with you two, then. Shoo!"
Rhogar is punted out of the Divine Dwelling, and lands in a small town in Southern Magnamund...he can hear the host of adventurers a street over, preparing to depart. The Orc is no where to be seen-but Rhogar can feel he was dropped somewhere in the Wilderness many leagues away. And he is already making his way toward the Source.
[6]
Rhogar shoulders his pack, and finds it a bit heavier than it was before...Kron has given him parting gifts, even if he did not ask for them.
tems Gained:
-1x Brightflash Clan Warhammer, Greenskin Bane (Orcs, Trolls, Goblins and Kobolds)
Lifted from the smoldering remnants of Rhogars Clan Hall, this double headed Warhammer is all that remains of his people slaughtered by the Orcs. It still bears the emblem of his clan engraved into it's head-the mark of the bursting Sun. He has carried it with him for all those years, and it has laid waste to so many Greenskins, his weapons is now a bane to them-for the Greenskins speak of the legend of this hammer in fearful, hushed tones-and in this world, Legend becomes reality.
-1x Skysteel Full Platemail+Shield/Helm, +6 Defense
The secret of forging Skysteel from Elemental Air is known only to the Clerics of Kron-who taught them how to make it into armor and weapons of not only amazing strength, but significantly lighter and swifter than any earthly metal. Rogars Armor covers his full body, and is well taken care for-not only by daily repairs and cleanings, but prayers to Kron, whose very spiritual energy inhabits it and gives it strength.
-1x Holy Symbol of Kron/Make the use Lightning Immune, only works for those who follow Kron
A humble skysteel amulet-in the shape of a circle on the end of a small bar, with four lightening bolts emerging from the empty center to hit the edges in the form of a cross. It hangs around Rhogars neck, and allows him to commuicate his prayers to Kron himself. It has another unique quality-it is completely immune to all lightning damage, conducting it harmlessly away from the wielder-and back to the hands of Kron, who uses it to forge mighty thunderbolts to aid his strongest champions.
-1x Shackles of Time/Cannot be removed, allows you to sense the general area, direction and state of who is wearing the twin. Allows you to undo your previous turn in the game, once-other players affected can possibly resist it's effect on them, if there is any.
Chrono's favorite toy, The Shackles of Time are usually given to those on epic quests-allowing them to know where their friends or enemies are at any given moment, and allowing them a second chance if they should fail. Physically, it looks like plain sandstone fashioned into a comfortably tight wristband-there is a small hourglass in it's face, that constantly counts the minutes of the day, resetting itself every 24 hours down to the second.
-Consumables-
-3xGreenscale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
Your scales can be expected to fall off and chafe regularly-they protect whats underneath, after all. A application of this foul smelling brown paste (it smells good to lizardfolk, actually), will facilitate regrowth, healing your wounds over time-it can only be applied after a small measure of rest...but for the next day, your scales will be extra strong and shiny. This item only works on Lizardfolk and similar scaled beings.
-3x Krons Prime Beef Shanks/One Day of Food, +1 Morale Bonus to all stats for 24 hours
Kron is a God with good taste! He's gifted Rhogar with a truly sumptous feast, probably from his Divine Herd-he's said to fry his cattle with lightning bolts, and give these meals to his most loyal followers.
-3x Stamina Potion/Restores all lost Stamina
These square looking bottles contain a dull yellow liquid that restores the users ability to perform complex combat moves-it's made from extracts of a number of creatures that exlempify Strength in it's rawest element-Red Bulls, Blue Badgers, Orange Ogres and Teal Trolls, all brewed together for that extra kick. It tastes absolutely horrible!
>
Goseki Sakane/Lawastooshort
The young Ninja loses her cool demeanor. A trait of the young
"Coward! You walk away from me? Come back and fight! Your clan deserves to be destroyed! I will be the one to..."
Goseki does not listen to her any longer than that.
Instead, she begins to walk toward the Source. To her surprise, the Young One follows-but still keeps her blade close at hand.
"...I apologize for losing my temper, Old Mother. Even if we are foes, I should have been more...respectful. There is a long road ahead, after all. I think we should travel together. We can keep sharp, since if there is a moment of weakness, we will no doubt take the opportunity to slay one another, correct?"
She is right, after all. Thus, did Sakane and Jiang, mortal foes, travel together-at least for a short time. Each talking in turn, sharing meals, even taking watches as the other slept-and imagining at every moment how they could end their rivals life, though neither of them acted on it.
Goseki learns the young woman resembles her, to a degree-they are both almost the last of their clans. She is considered the youngest and the strongest of the Jiangs. Goseki wonders why the Jiang Elders did not come themselves. Perhaps sending a child to die for them is their plan.
They do not exchange true names-that is not the Ninja way-but Goseki can see the girl has potential, like she did. Once she gains wisdom, perhaps-and measure of patience. Assuming she lives that long.
Eventually they reach the outskirts of the town-from which the expedition to the Source is starting from.
"I go now, Old Mother. I enjoyed speaking with you-at least the trip was not lonely-but when we meet again, it will be with blades, not words."
The Young one tips her hand to her forehead in a sarcastic salute, bows and sprints into the underbrush.
[2]
Goseki shoulders her burden and moves on. She realizes the Young Ninja must have pilfered some of her goods while she was not looking-no doubt because she did not bring enough of her own supplies. Goseki shrugs. She doesn't need much, anyway. It's more worrying that she didn't detect it until now.
Items Gained:
-1x Sakane Katana
Goseki keeps her deadly blade well hidden inside the seemingly harmless bo-staff she carries. It can be drawn at a moments notice-something Goseki has had a lifetime to practice. It's impossibly sharp-capable of splitting hairs-and while it is not designed to pierce armor, it can easily remove limbs with almost no effort. The blade is as silent as the wielder, and blood cleans very easily from it's surface. Goeski knows that by heart.
-1x Springblade: Hidden Weapon
On Gosekis left wrist is a small chain and circular amulet she carries under the folds of her cloak, of little personal value-but tactically, it contains an extending spring blade that can be fired at foes-poison can be applied beforehand by no more simple sleight of hand, and taking a few moments to rearrange the mechanisms turns it into a deadly sharp short bladed knife. It is a suprising weapon, one that many have never seen coming until it is too late.
-1x Yoroi: Armor, +3 Defense, +1 Stealth
The traditional ninja armor is worn under Gosekis burly robe-while it defends her in combat, it also allows her to vanish at a moments notice. It has the function of being able to be turned inside out-one side is black, for hiding at night and in dark places, and the other side is forest colored.
-1x Healers Kit:
Disguised an an old ladies carrying bag, this not only houses Gosekis numerous antidotes and balms, but her poisons as well...the bottles are unlabeled, but varied-and only she knows which are which. It allows her apply an essentially limitless amount of poison to any of her weapons (all it takes is a drop), and doubles the normal healing rate of either herself, or anyone she is administering to. It has antidotes for nearly all known poisons and venoms as well, curing them about 75% of the time.
-Consumables-
-1x Meditating Incense/Heals Ninjas for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
In the Sakane Clan, Women are traditionally Ninja-and Men are traditionally Pacifist Monks, though it's certainly not strictly adhered to. It's believed that the sins of violence the Ninja must commit are balanced out by acts of soul searching and the good deeds of the Monks. Sakane learned long ago from them, how to meditate her wounds away through sheer concentration, usually taking a few hours-the lighting of this incense candle allows her to speed up that Healing process, in a spiritual sense-cleansing her mind and allowing her to meditate on the actions of the day, and her life in general.
-1x Spiced Rice Ball/One Day of Food
Goseki cannot handle much heavy food in her advanced age-she prefers it simple, savoring and enjoying every bite, since every one could quite literally be her last meal.. Her favorite snack has remained the same for 70 years...she tends to heavily flavor them-a recipe her mother taught her-since her sense of taste is not so good anymore.
-1x Stamina Potion/Restores all lost Stamina
These square looking bottles contain a dull yellow liquid that restores the users ability to perform complex combat moves-it's made from extracts of a number of creatures that exlempify Strength in it's rawest element-Red Bulls, Blue Badgers, Orange Ogres and Teal Trolls, all brewed together for that extra kick. It tastes absolutely horrible! Good thing Goseki can't taste much anymore.
>
Rykmar/IronyOwl
The Paladin merely nods, patiently listening and contemplating your words, as if you were old friends-talking about the outcome of a sports tournament, or the release of a new book.
When Rykmar finishes, the Paladin speaks again.
"I do not desire control over others, Rykmar-even if I could convince myself that I was doing so for their benefit.
Though you might not understand it, I don't seek to make this world a shining Heaven-or a burning Hell. I only wish for people to live in safety, free from fear. In a perfect World, neither of us would exist-no Demons to corrupt, No Paladins to slay them.
I know you have thought of my words, but you are not yet ready to make a decision. Fair enough. The path upwards is a hard one to travel. I sense you will still seek the source, despite my warnings. Very well. I suggest you flee now-they are approaching, and will undoubtly slay you out of hand if they find you. "
Rykmar can only nod and jaunt away-though, to his horror-he finds his teleportation powers blocked by the Paladins aural energy.
The Paladin affords a small smile.
"Don't worry, I will let you go. I have learned many of your tricks since that day in the Throne Room where we ended your masters life. You'll find I know you better than you know yourse...."
Rymkar feels the force relent, and his teleport activates on command before the sentence is finished-sending him some distance away, and allowing him to escape. He spends most of the time consulting his inner evil, trying to forget all the things the Paladin said to him.
He knows of a city nearby-an expedition is heading toward the Source. He had originally planned to destroy it with his forces, and add their corpses to an undead legion, but now he finds himself being forced to journey alongside them...for now. He gets a few glares, but most of them are too blinded by by the thought of the Source to pay him much attention.
[2]
Rykmar notices he left all his supplies back where he fought the Paladin. Damnation!
He had brought a dozen Demonic servants in his entourage, each carrying a months worth of flesh, souls and blood to sate his infernal hunger. Now, he is reduced to taking to cloaking himself, and buying bitter salted meat of dubious merit from a butcher with no morals-with a few coins he manages to steal. How embarrassing...
Still, Rykmar is nothing if not strong. He has survived long, and he will survive this. The Source will allow him to become more than a Minor Demon Lord, evading his righteous Hunters at every step. He will be able to do...whatever he wants. Rykmar grins-imagining the fool Butcher carving not cattle, but Humans-all for the glory of Rykmar the Great, the Arch-Demon, Evil and Darkness incarnate!
It is a fine thought, He thinks, plucking a small Healing Potion from the belt of a drunken adventurer.
Items Gained:
-1x Demonrune Viziers Blade/Melee Weapon
Rykmars personal weapons does not often get drawn except in desperation-but it can provides a nasty sting. Made from Nevercold Brass mined from the Underworld, it was gifted to him by a young Succubus who had escaped from Hell with his help-after a particulalry enjoyable night, I might say. It stays supernaturally Hot at all times-which is more of a comfort to Rykmar than pain-and has a tendency to cut through most armor easily, and deliver a potent dose of Demonic venom to the target, hidden in a small crushable bulb in it's tip. A perfect weapon for sneak attacks-or frontal assualts-and it's also beautiful enough to wear to a formal dining function.
-1x Infernal Sapphire Signet Ring
Rykmar's little ring has more uses than merely looking lavish-thought, that it does-the Infernal Sapphire is the most beautiful gem to a Demon, who can look into it and see his wistful visions of enemies being endlessly tormented in its many faceted depths. It allows communication with what friends and allies, or enemies, he has in the Nine Hell Planes. It also acts as a portal, allowing him to summon allies, or allowing them to send aid and sucor to him-or in the case of his enemies, death and torment. He has to be very careful who he opens it for...of course, it's greatest use is to literally allow a Demon to escape from Hell-but in that case, only if Rykmar wants them to, and only about once a day. It's a potent seduction for those still trapped...but, once they are free, all that control is gone in an instant. Given that 95% of the Demons Rykmar knows would flay his flesh from his bones to wear as a coat, or devour him alive if given the chance, it carries certain inherent risks.
-1x Demonskin/Natural Armor:+3 Defense, Heat Immune, Poison ImmuneDemons need not always burden themselves with ugly looking armor-shudder at the thought! What they do wear is usually expensive and rare, made from the Hell-Forges itself. Mostly, they prefer to use their skin-it's tough as steel scalemail, and doesn't encumber them anymore than any being would be in their own skin. A Demons unique pshyiology makes all sorts of mundane heat and posion unable to affect them, as well.
-Consumables-
1x Healing Potions/Heals 25% HP, 50% Defense instant use
Made from a combination of Lampsur and Laumwort, this delicious, bright red potion is every adventurers friend...one merely has to drain the contents-either directly, or added to soup-and a measure of wounds are automagically healed. It has the advantage of being able to be drunk in combat to reinvigorate the fighter. Restores 25% HP on use, can be used at any time as a free action, but only one a turn.
-1x Unknown Meat Ration/One Day of Food
You think it's Dog...or cat? It smells bad. Better than what they served Rykmar in the Nine-Hells, anyway, before he escaped that prison.
OOC: Eh, I maybe I went overboard on the item descriptions...if I missed anything major, just tell me. Also, everyone is now in the expedition to the source-you can roleplay amongst yourselves as you wish, then turn 2 we can start for real...once I figure out powers for everyone.