I think the current group is pretty balanced; So i`ll place you two on the waiting list. Note to all the others who might be interested in Joining the game: I will switch the numbers through right now. So guessing which number offers which race/class is senseless. ;)
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 2 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
A D6 System will be used.
1: Epic Fail
2: Serious Fail
3: Fail
4: Success
5: Serious Success
6: Epic Success
Things that may need an explanation:
Magic
Seems like i have to explain two kinds of magic- Blood Magic and Faith magic Prayers.
Blood Magic: You choose which spell you want to use and which bodypart of yours you want to hurt.
Faith Magic: You ask your God for help; Praying is always a free action. In order to cast a prayer you have to spend faith points- You can gain new faith points by pleasing your god through a sacrifice.
You will have the chance to learn new spells, abilities, etc. You just have to find a teacher.
The Adventure begins in the town of Coldharbor, a village on the western shore of the eastern continent. It`s common to meet mercenaries and adventurers here and you don`t stand out. The Town is surrounded by huge walls, for the wilderness outside is dangerous, wild and sometimes even mutated through magic. Compared to the other parts of the continent the western shore is pretty normal, though. You should be able to find enough work here.
That`s the price for bloodmagic- In turn the spells are usually more powerful.
Better keep some bandages ready. ;)
A side effect of Stigmata is that your wounds won`t bleed as long, since you don`t actually cut yourself and you lose the exact amount of blood needed.
Also, Draignean, thanks for the chuckle you caused.
Taricus
Action: Stealing time!
Roll: 4+1
Loot Roll: 34 and 70
You slender through the town, looking for some easy loot. While walking past the harbor you spot a ship that is being loaded with crates- Two of them are unwatched at the moment and you decide to peek inside. One of them is filled with wool and some clothing, the other contains more interesting stuff. It is filled with some shields, some of them are studded with iron or bronze. One of the bronze shields is adorned with various strange looking glyphs and glows faintly.
Take whatever you want out of the crates- But remember that you can`t carry too much.
Arah
Action: find a job to kill someone
Roll:5
On a board next to some shady tavern you spot a list of various wanted criminals. You make a mental note of the three with the highest bounty on their heads.
Angenas, a Rogue wizard, apparently attacked some caravans with summoned creatures. He seems to hide himself somewhere in the wilderness. The Bounty offered are 300 Pieces of Gold.
Swaissold, a notorious pirate known for attacking smaller trading vessels. His whereabouts are unknown. The Bounty offered are 300 Pieces of Gold.
The Telepath, apparently an elf, mugged several adventurers passing through. The adventurers have reported that they were unable to remember how he looked- Only one, who was a dabbling psychic himself, retained any memory of the mugging. It seems like the Telepath is able to erase the memories of his victims. The Bounty offered are 150 Pieces of Gold.
Draignean
Action: Attempt to Find work as a Bodyguard or a caravan guard. Nothing shady or too beefy, just a decent job.
Roll: 6
Luck is with you- You find many offers. A Caravan will leave the town tomorrow towards a town called Highwood. The Journey will take four days, provided that they aren`t interrupted. The Caravan Master is anxious and would gladly accept another Guard. He offers you a payment of 30 Gold pieces the day.
You also learn that the Cityguard of Coldharbor is constantly looking for new members, or even for auxiliary guards. The payment depends on your service. Apparently there has been a recent rise in criminality and the wilderness has become even more dangerous.
Various shop owners and nobles are also interested in dutiful service. The payment ranges wildly; Some would only offer a warm meal and a place to sleep each day, others are willing to pay up to 10 Gold pieces a day.
KineseN
Action: Walk around the town in search for an alchemist (or a herbalist) first and foremost, but also someone who got a job for us to do. With a reward of course.
Roll: 3
You are unable to find an alchemist- However, not because there isn`t one in town (You have asked some people), but because you got lost in the streets. Likewise you didn`t find a job yet, being to busy to find the right way.
SeriousConcentrate
Action: Follow Draignean, looking for a lawful job with a reward.
Roll: 4
You manage to follow Draignean and as a result you learn about the same jobs as he did.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 2 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
Well, don`t expect the turns to always come that fast. But while we are all online..
Tacrius
Action: Take the enchanted shield and look for more crates to loot
Roll: 2+1
You take the shield out of the Crate, it`s a niece piece of work, all shiny and stuff. You close the Crate and turn around- And notice a guard coming directly towards you. While you are certain you closed the crate fast enough you aren`t able to hide the shield. You prepare yourself to cast some nasty spells at him but to your surprise he asks friendly whether you are one of the workers or lost. You quickly make up a story about how you came with one of the smaller ships and got lost. The Guard then shows you the way out of the harbor.
All the while you are holding that glowing shield firmly in your hands and you don`t even dare to look at it. How could the guard be so stupid?
Then you find the answer. The shield, while you can still feel that it`s there, is invisible. There must be some kind of enchantment on it that can make it invisible when wished. Just to try it you command it to reappear once you are alone again- And there it is again.
Stealing more stuff should be pretty hard now, though.
KineseN
Action: Keep looking for said alchemist. That alchemist better be good, or someone will taste the business end of my dagger.
Roll: 4
You finally find an alchemist- He`s living in a big house at the eastern edge of the town. He seems to offer all kinds of potions and herbs. He has even some exotic stuff in store that you have never seen before. Despite the fact that you are a well educated orc.. Oh, dear. An orc.
Ahra
SeriousConcentrate
Draignean
Action: Enlist as Guards for the caravan.
The Caravan Master happily accepts all of you, and some other mercenaries. The Caravan will leave at first light, so you still have some time to spend in the town if you need something.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 2 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
Taricus
Action: Go look somewhere else to steal.
Roll: 2+1
The Sun is going down, the perfect time for thieves. You end up in the market district, the streets are getting less populated. Many Guards and Mercenaries are roaming the streets, though. Some of the houses seem well protected, but you are sure that you could try to break into one.. If you`d had any lockpicks. You could always try to break into some window- But that would certainly draw attention.
Ahra
Action: Wait until first light.
You sleep with the rest of the Caravan guards and wake up with them. Time to move out.
Draignean
Action: Find a temple devoted to one of the deities of Forgiveness and mercy, pray for a while and see if there is any aid that can be rendered them quickly. At nearly all costs be ready to leave at first light.
Roll: 4
You find quite a large temple devoted to Pacator, the God of Peace and Healing. Pacator is one of the most popular gods. (The other commonly worshipped gods are Ensis, the God of War and Combat, Magus, the God of Magic, Nex, the God of Death and Murder and Chaos the God of Chaos and Change.)
After Praying for a while you approach a young priest and ask him whether you can help. He tells you that laying down that axe of yours and spending your days in peace would help the most- But in the meanwhile you can help to tend the wounded.
While fetching water and healing potions you learn that the attacks on the city have become ever more frequent and dangerous in the last few months. The Priest believes that this is because some Adventurers always want to stir up trouble in the wilderness.. And you feel like he`s trying to lecture you.
In the end he thanks you for your service, though. He allows you to sleep in the temple for the night and even gives you a small pendant made out iron, which looks like a broken sword. You are quite sure it`s not enchanted or something but you still accept it.
At first Light you are ready to leave the town.
KineseN
Action: In other words, threaten the alchemist to give me work or take me in as an apprentice.
Roll: 6
The Alchemist patiently listens to your threat and then laughs. At the top of his lungs.
"You are threatening me? Ah-Ah- That`s too funny, lad. I don`t even need to call the guards to dispatch someone such as you." He stands up, still amused and picks up several bottles.
"Dragons Fire." He says. "Rare, Rare. A mixture of some chemicals, enchanted by the best pyromancers in the imperial capital. I just need to throw it at you and you`ll be warm for the rest of your life, if you understand."
"Moonshadow. Want to hit me with your dagger? A drop of that stuff here and you`ll be blind for quite some time. You wouldn`t be able to find your dagger, despite the fact that you are firmly grasping it."
"Skelayd'u. Can`t even pronounce this stuff. Translates to "A Week full of pain and vomit and then a gruesome death. Or at least it should, because that`s it`s effect on the human body."
The Alchemist puts them back on the table, gingerly. "And besides." He says while gesturing at his belt, ladden with flasks, "I always keep this beauty ready, sharp, and poisoned."
And he stands right in front of you, a ornated dagger in his hand. "Wanna take chances? I bet my poison hurts more. And i bet i`ve got an antidote to yours right up my sleeve. If you have any poison on that dagger, that`s it."
"I can bet from your attire that you are one of those amateur assassins i have seen lately. Come to his continent without proper preparation and threaten someone that has so much more experience and skill."
"You want a job? Well, my apprentice died recently. Apparently he mixed a poison when he should mix a healing potion. Too bad i let my apprentices taste all my potions before i put them on sale. Idiot used some exotic herb, normal anditodes wouldn`t help. And i wasn`t in the mood to waste some of my more expensive stuff, Heh."
"If you want a job, well here you go. Do you see those herbs here? Redleave. Pretty common.
Blackroot. Not so common. And Shadowleave. Very Rare. Except here- They grow pretty well in dark places that have been contaminated by magic. So you`ll find them quite often around here.
Take them, and search for more in the wilderness. Find them, bring them back and i`ll pay ye.
Maybe some money, maybe some potions, maybe some training. Whatever you desire. Better be careful outside there, though."
SeriousConcentrate
Action: I'll go and find some immediate work I can quickly take care of so I can get a room for the night.
Roll: 3
You find no work, and no room to spend the night. You sleep on some hay and in the morning you look not as clean as you did before. Like anyone would care. In the morning you are ready to leave with the caravan.
The Caravan leaves. The Landscape outside is quite unique- Some of the trees are burned, others look healthy and fresh and some of them are totally unknown to you. The other members of the Caravan are anxious the whole time; And you soon see why.
All the way to your resting place for the night you are being watched by Goblins trailing along. There are just a few of them, always at the edge of your vision, but they are ever present. One Veteran assures you that this is common and to quote him "The Least of the problems around here."
You make camp on top of a hill overlooking the street below. The Members of the Caravan, consisting of like 30 men and some heavy ladden horses form a sporadic palisade made from the crates they are carrying. "Better they get damaged upon an attack than we." To quote the Veteran again.
Night Falls again and you can still hear the Goblins shuffling around.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 2 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Pendant of Pacator
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
Taricus
Action: Break into an armour store and steal some gear
Roll: 2+1
You try to break into an armor store but just as you are about to smash a window in a guard spots you. You are able to hide yourself, but the guards are now alerted.
SeriousConcentrate
Action: I head into the forest to scout around, making sure to be back before daylight.
Roll: 3
You walk into the forest, remarking that you go "scouting" to a guard. You can hear him laugh. "It`s your life." You start to have some second thoughts, but you continue on. After all, a Paladin of Nex fears nothing.
You can`t see much in the forest. It`s dark and clouded. You can hear little feet shuffling around, though. Suddenly right next to you a fire is lit and you notice three goblins with bows in their hand..
But they haven`t seen you. They are looking at the camp. In the distance you can see that more and more fires are lit- Why? You ask yourself. Then you find the answer. They Goblins set their arrows on fire and aim at the camp on the hill.
Ahra
Action: close my eyes and try to hear if anything big is trying to get here.
Roll: 4
Dodge Roll: 3+1 (Because of the listening check.)
You close your eyes and concentrate hard. Is there something nearby? No, all you can hear is that there are movements outside in the forest. Then you hear a faint noise, it sounds like.. Arrows? Instinctively you jump behind some crates.
Draignean
Action: Keep watch, grab a bite to eat and catch some rest when someone comes to relieve my post.
Roll: Auto Success
Dodge Roll: 5+1
The other Veteran laughs. "Well lad, you see we came up with it. When the merchants were told about it they were quite angry and talked about reducing our payment- Until they found out that we had an higher success rate than other caravans. I assume they were bright enough to understand that losing a few crates hurts less than losing a whole caravan."
You sit on a crate eating some dried meat when you spot the fires in the wood. Are those signal fires? Or do they simply make camp and don`t care about us? Or are they... Yes, fire arrows.
Within a split second you have jumped down and the arrows whistle harmlessly over your head. Some crates catch fire, though, and you can hear one or two painful screams.
Being the Veteran you are you immediately alert the rest of the caravan. "Attack! Fire! Put the damn fires out! Archers strike back!"
KineseN
Action: Take the job and get to the closest gate leading to the wilderness. Time to pick flowers.
Roll: 3
The closest gate is the east gate, a massive structure made of stone constantly manned by a few dozen guards. Behind the gate the road slowly descends into an wooded valley. You can spot some mountains and a big lake in the distance. You start to search for the flowers- But you can`t find any. Instead you slowly descend into the valley.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 2 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Pendant of Pacator
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
Yeah, i`m also quite interested in how it works out. Nex is actually a pretty neutral god and embodies mostly natural death; But he also has a dark side. So it`s up to Serious how evil he will act. Arah, while not evil per se, also seems to display some dark sides.. Luckily he has no visible demonic mutations or else he would face some prejudice.
Taricus
Action: Get into that damned store damnit. and case the joint.
Roll: 3+1
You wait some time until the Guards are gone again and you carefully smash in the window of the armor store. Within a few seconds you have climbed inside.
KineseN
Action: Sneak around in the valley while searching the herbs with the dagger ready. Noone will sneak up on me now.
Sneak Roll: 1+1
Search Roll: 4
Dodge Roll: 4
Knowledge Roll: 4-1
Redleave and Blackroot are easy enough to find. You find both growing between the roots of a dead tree. Shadowleave is harder to find, though. You search for some hours, always trying to be sneaky.. But you can`t shake the feeling off that you are being watched.
Finally you find the Shadowleave growing next to some huge rocks. After picking up a huge bundle of those elusive flowers you decide to leave the valley..
But suddenly the ground starts to rumble beneath your feet. Quickly you jump away, just as a huge humanoid covered in black hair bursts forth from below.
The Creature is roughly two times as big as you are and got two huge tusks, just like an elephant. The Fingers of the creature are massive claws. You are sure that you have heard stories about such creatures before, but you can`t remember them.
To your surprise it seems capable of speech. As it starts to walk towards you it repeatedly utters the word "Meat".
Draignean
Action: Get to the horses, help the handlers contain the situation. If they don't need help then go with the others to put out the fires.
Roll: 5
You were right; The Fire started to panic the horses. But with your help the handlers manage to refrain them from running away. More Fire Arrows fly through the air, but now everyone is awake and doing his job. Fires are put out and several archers fire back at the Goblins. After some time the volleys from below stop. Seems like the Goblins just wanted to cause some chaos and have left now.
SeriousConcentrate
Action: My searching can wait. My duty to Nex takes precedence. Moving quietly, I try to kill the closest goblin without the other two noticing, and if successful, continue picking them off before they realize what's happening.
Roll: Sneak Roll 5
Attack: Successful Sneak Attack
You sneak up to one Goblin and with a cunning strike you kill him instantly from behind. However, you are being noticed by the two other Goblins. (Hey, he was standing right next to them and a camp fire was burning!) Apparently not keen on a fight they drop their bows and run away, squeaking.
Ahra
Action: howl in rage while launching myself on my wings of darkness striking down on the goblins of one of the campfires.
Arah Dodge Roll: 3+1
Attack Roll: 5
Goblin Dodge Roll: 4
Your Wings are disabled for 2 rounds.
It might not seem like the wisest idea to fly through an air filled with arrows, but somehow you are skilled enough to dodge every single one of them. You spot two Goblins and swoop down, stabbing one of them in the head with your Shortsword. The Other Goblin panics and runs away.
"Seems like they left." The Veteran from earlier, a human called Lyell, remarks. "`Tis was but a little ambush to weary us. They couldn`t seriously hope to win here. Oh no.. Those are clever little bastards. I guess they will try to attack us somewhere else, once the terrain is advantageous to them. Soon we`ll have to cross a river.. I can feel it in my bones that we have to be wary of the crossing. Still, there`s nothing we can do about it. I suggest that we all get some sleep and move out as soon as possible."
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 2 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Pendant of Pacator
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Some Redleave flowers
Some Blackroots
Some Shadowleave flowers
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
Tacrius
Action: Steal some armour
Roll: 3+1
Loot Roll: 72
You manage to find a pair of bronze greaves and an ornated, but non magical, bronze breastplate.
(Remember that you have no real experience regarding heavy armor- Thus wearing it will slow you down.)
KineseN
Action: Dab the dagger in Witch Brew and just cut until I hit the flesh. Retreat as soon as the effect manifest itself or keep doing a hit-and-run tactic to wear the creature down.
Attack Roll: 3+1
Creature Dodge Roll: 5
Creature Attack Roll: 6
KineseN Dodge Roll: 3
Tuskattack: 2d6 Damage= 8-1(Armor) Damage
Wounded Body Part: Left Arm
Within a split second you have dabbed your dagger into some witch brew- And you charge at the creature, ready to poison it. However; The Creature is quite agile for it´s size and you don`t manage to hit it. In return your left arm is hit by the mighty tusks of the creature. The wound is severe and blood is gushing forth.
SeriousConcentrate
Action: After I throw the corpse into the fire to offer it to Nex, I'll continue searching for any unconsidered trifles that may be lying around. The goblins might have possessed a few things that would be... interesting... to have.
Search Roll: 5
You throw the corpse into the fire and pray to Nex. You don`t know how, but you feel that he`s listening and that you have earned his favor. (Despite the fact that the sacrifice was just one measly goblin.)
Afterwards you search around and you find the three bows dropped by the Goblins and one flask containing thick oil. (That was used to set the arrows on fire.)
Ahra
Action: Get back to the caravan.
You manage to find the Caravan again. (Quite hard to miss, anyway.)
Draignean
Action: Create Foregaurd, volunteer for said foreguard.
Roll: 6
You propose your idea to the Veteran and the Caravan Master and both are eager to agree. At once they summon a dozen warriors that shall follow your command; The rest will stay behind to guard the caravan. (The other player characters of the caravan must choose whether they join the Foreguard or not.)
Dawn breaks (At least at the river. In the Town and the Valley its still dark.) and the Caravan moves on. Around Midday you reach the River and you can see why the Veteran expects the Goblins to attack here- To your right you see a steep, forested, cliff. A Waterfall is coming down from there and flows westwards, where it flows down another cliff. The Crossing is quite small; Only around 3 Men can ride side by side. The other side of the river is heavily forested.
If the Goblins are hiding in the forest or on the cliff it will provide them with very good cover while the men crossing the river will be open to attacks.
The Caravan stays well behind while Draignean and his Foreguard discuss what they should do.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 3 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Pendant of Pacator
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Some Redleave flowers
Some Blackroots
Some Shadowleave flowers
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 3/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
Well, seems like i`m forced to stay at home.. AND SOBER. Today. Not nice. But at least i`ll get the turn down then. :D
Taricus
Action: Grab that armour and get out of there!
Roll: 1+1
You leave the store right through the window you broke in.. Only to jump directly at a Guard. You both stumble and fall down.
Ahra
Action: Me and 4 other guys sneak into the forest searching for goblins.
Roll: 5
You manage to persuade four other guys, even with some experience, to explore the forested cliff. The Climb is quite tedious but well worth the effort- Hidden behind the trees you can spy several goblins looking down at the crossing, most armed with bows or throwing weapons.
KineseN
Action: Attack the creature with a "left side - right side" double feint. Aim for the torso.
Attack Roll: 6
Dodge Roll: 2
Damage dealt: 6-1 (Thick pelt)
Body Health 10/15
With a cunning feint you manage to outwit the creature and you embed your dagger deep within it`s torso. You pull back before it can retaliate and within seconds the effects of the poison start to set in. The Creature flails at imaginary enemies while shouting and cursing violently.
Meanwhile the wound on your left arm bleeds on.
Draignean
Action: Carry out the plan. Draignean will be positioned as one of the men running from the goblins.
Roll: 5
You find enough volunteers for your plan. Three Sacks are filled with weapons, not just with your own but also with other useful things like a few throwing javelins. The five Chasers disguise themselves as Goblins, and you think they do it quite well.
SeriousConcentrate
Action: I join the foreguard and volunteer to be a goblin. I can use my elven magic to cast a glamour on myself to look like a goblin female, and I'd prefer to be on the frontlines where I can better serve Nex.
Roll: 1
You completely mess up the spell. Instead of disguising yourself as a Goblin you end up looking like an archetypical elf, tall, fair of skin, with long blond hair. While a stunning sight it is ill suited for your task- Neither can you disguise yourself as an Goblin, nor can you act as an helpless trader. (Goblins fear Elves somewhat.)
Draigneans plan is set into motion. The three "helpless traders", Draignean and two swordsmen, run and scream while being followed by the five fake Goblins.
You can hear several screams of joy coming from the woods on the other side. Apparently the Goblins aren`t too bright or too subtle. From the Woods across the River ten Goblins emerge, wielding various melee weapons. They advance quickly and start to surround the three "traders". They have not noticed yet that the five chasers are no real goblins.
Meanwhile the goblins on the cliff remain silent. Apparently they don`t dare to open fire just yet.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
A Bow and some arrows
Faith: 3 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Pendant of Pacator
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Some Redleave flowers
Some Blackroots
Some Shadowleave flowers
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
KineseN
Action: Time for me to travel back to the alchemist. In the off case the creature is in the way I will stab it in the neck. If it dies from that I loot it before I continue on my way.
Roll (to determine whether you find the way.): 5-1(Well, i assume that such a bloodloss has some effect on you.)
You leave the creature alone, trying to find the way back to the city. You manage to find it again; But the gates are closed at night. At once you are challenged by guards. They ask what you are doing out there well past midnight. You tell them your story, but even afterwards they hesitate to let you in. Only once you mention the alchemist you are working for do they open the gates.
Then you faint and collapse, the blood loss is taking it`s toll.
You wake up again in the shop of the old alchemist. Apparently the Guards brought you there once they realized you were seriously wounded. His Grinning face is the first thing you see when you wake up. "Told you to be careful. I wonder what kind of beast nearly ripped your freaking arm off. Be grateful that you did your job well; I found it acceptable to use a potion of troll blood to heal your wound. Now, what kind of reward do you desire? Don`t be too greedy lad, i saved your life."
Taricus
Action: Knock the guard out and steal his weapon
Roll: 5
Grabbing your Ghostshield with both hands you hit the Guard on the back of his head, knocking him completely out. You quickly snatch his iron Longsword and run off
.
Night is over for you two!
Draignean
Action: NOW! The three front runners will throw a javelin each and then ready their melee kit to cleave goblin skulls. Confusion should buy the three of us the time to stand against ten until our mock goblins catch up.
Javelinthrow roll: 5+1
Goblin Dodge Roll: 4-1
You three quickly drop down the sacks you were carrying- The Goblins are startled for just one moment, but that`s all you need. You bow down, open the sack, grab a javelin and hurl it towards the nearest Goblin. Completely surprised you hit him in the chest, probably killing him. Your two comrades put up a good show, too, and you see two additional goblins fall down. Seven are left now. And your reinforcements arrive just in time- Dropping some of their disguise they gather around you, protecting you against the Goblins while you ready your gear.
Meanwhile you can see that the goblins are exchanging doubtful looks. Then a low howl is heard and the goblins advance again, apparently newly assured.
Arah
Action: kill them (and dont let the other goblins notice that we killed them)
Attack Roll: 1+1 (Surprise)
Goblin Dodge Roll: 2
You jump out of the bushes, attacking the waiting archers. But even though you are quick, your chosen enemy is just as quick and manages to parry your attack. You can see one or two Goblins going down, but there are some more around you. The Goblins let out surprised squeaks and you are sure that the Goblins below have noticed you. At least you prevented that they open fire on your comrades.
SeriousConcentrate
Action: I follow orders and wait for the snipers to open fire before shooting arrows at them.
Roll: 3-2 (Well, you have never learned how to use a bow.. Or you are at least not skilled at it. And they are in light cover!)
Your aim is completely off. While your arrow flies in the right direction it hits the wrong target- One of the five guys who went with Ahra. He let`s out a scream of pain as he tumbles out of the forest and falls down the cliff.
Confusion. The Goblins on the Cliff are engaged in a bloody melee; While the Goblins below are slowly advancing towards the defensive formation of Draignean and his followers. The Goblins on the other side of the River are screaming and cursing, and you can see a few archers emerging from the woods, taking aim at the warriors standing in the river. And something else emerges from the woods, too.
A huge creature covered in slime and mud- A swamp troll. They are known for their poisonous blood.
A Goblin holding a strange staff and wearing tattered robes is clinging onto it`s shoulders, chanting in the Goblin Language.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
A Iron Longsword 6 Damage
A pair of Bronze Greaves (Armor Value pending.. Wrong PC, Sorry!^^)
A Bronze Breastplate (Armor Value pending.. Wrong PC, Sorry!^^)
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
A Bow and some arrows
Some Oil
Faith: 3 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Pendant of Pacator
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
One flask of Witchs Brew. (Causes Hallucinations.)
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1
Now things are getting interesting.. And i needed to roll quite a few things up. I decided to use a simplified damage system for meek enemies like standard Goblin Soldiers.. But i will track the big things here!
Round went quite smooth. I imagined it should be a bit more dangerous, but oh well. :D
Taricus
Action: Go lood some more shops!
Roll: 2+1-1 (See text)
Several hours later you walk through the streets, looking for an easy opportunity to make some cash. However, as you walk around the marketplace you hear and spot something interesting. A herald is crying out, reporting that there has been an attack on a Guard and a Theft. The Guard wasn`t able to see the aggressor properly, but guessing by the stature it must have been a Goblin.
A Bounty of 20 is placed on your head. You can see that the People around are eyeing the Goblins around cautiously, and you are no exception. Being watched like this it seems hard to commit some theft; Especially if you are carrying all the evidence with you.
KineseN
Action:
Ask the alchemist to take me in as an expandable apprentice for him to use. Start my studies under him.
Having done a good job so far the Alchemist seems willing enough to take you as his apprentice.
"Well, some scratches don`t seem to dissuade you from your enterprise. That`s good. You are willful. Very well, let`s see if i can teach an orc some things about poison.
It takes several hours, but in those you learn how to mix a paralyzing poison and a Poison that causes wounds to bleed far more than they usually would.. The Alchemist tells you of the various combinations of plants that can be used to mix such a concoction. It should be pretty easy to find the right plants almost everywhere on the continent. Astounding how such humble plants can be so dangerous in the right hands.
"Well, i can teach you far more. But not today. I can see how your orc brain is already hard pressed to contain all those informations.." He says, smiling.
"Right now i have no job for you; But until tomorrow i will surely find something for you. I suggest that you spend some time in the city, or go out into the wilderness. Who knows what you might find? If you need a place to sleep you can always rest here. And take those Gold coins, let`s say it`s a little bonus."
Ahra
Action: Keep fighting.
Attack Roll: 6
Goblin Dodge Roll: 3
General Success of your Group: 6
With a cunning thrust to the heart you kill your Goblin enemy. Your allies are very successful, too, and you manage to kill all the Goblins you can find on the cliff. Some of them fall to their death from the Cliff- Without a doubt damaging the moral of their allies.
SeriousConcentrate
Action: Quickly say a prayer to Nex for the fallen ally - might as well take what I can get - then drop the bow and dash over to fight the swamp troll, yelling "for the glory of Nex!" That kill is MINE!
Attack Roll: 3
Troll Dodge Roll: 2
Hit Roll: 5 (Left Leg) Caused 6 Points of Damage. The Troll regenerates one point of damage. Hitpoints Left: 10.
Poisonous Blood sprays at you
Dodge Roll: 4
But you evade it.
The Goblin Shaman uses his Staff to throw you through the air. You hit the Ground and suffer 2 Points of damage to your left arm.
You pray to Nex- But you don`t feel an increase of his favor. Maybe he`s too busy watching all the carnage around or he thinks that an ally killed by accident isn`t a worthy offer.. Or the poor guy you hit survived the fall, suffering immense pain.
You decide to attack the Troll anyway, claiming that it will be your kill. You are far more agile than the cumbersome troll and you manage to cut his left leg; High pressured blood sprays forth from the wound, but you manage to avoid it. You remember that the Blood of Swamp Trolls burns the skin of humanoids just like some acid.
Afterwards you notice that the wound immediately starts to heal again. This fight won`t be over quickly, you think. And just as you are about to deliver a second slash you see that the Goblin on the Back of theTroll is waving a strange staff around.. And the next thing you experience is a strong blast of wind that throws you through the air. You land several metres away, lightly bruising your left arm.
And now the Troll is charging at you.
Draignean
Action: Charge the goblins, being in active melee should at least hamper the enemy archers some.
Attack Roll: 3
Goblin Dodge Roll: 4
Goblin Counter attack Roll: 3
Draigneans Dodge Roll: 2
Hit Roll: 2 (Body)
The Attack is blocked thanks to your armor.
General Success of your Group: 5
Arrow Dodge Roll: 6
You charge at the closest Goblin, hewing at it with your trusty axe- But the agile Goblin evades your attack and counterstrikes, quick as a snake. However, his bronze weapon can`t penetrate the iron breastplate you are wearing. As you are ready to counter attack his skull is split by the axe of a grinning ally of yours.
Seems like you have dispatched the Goblins surrounding you. And neither are you hit by the Arrows sailing through the air.
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
A Ghostshield. Can turn invisible at will.
A Iron Longsword 6 Damage
A pair of Bronze Greaves 4 armor
A Bronze Breastplate 4 armor
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
A Bow and some arrows
Some Oil
Faith: 3 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 8/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Pendant of Pacator
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
One flask of Witchs Brew. (Causes Hallucinations.)
10 Gold Coins
Learned how to mix a Paralyzing Poison
Learned how to mix a Poison that causes bleeding
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1