That was scary. I should rest and see if that makes me feel better.
move up to Siegrid and Mu at the entrance to the next room so I don't get left behind, then rest for the turn and see if my arcana recovers.
Name: Meleria
Background: This teenage Foxkin really has no buisness being in the Tower, though she doesn't see things that way. She sees it as being about what she needs. Either she succeeds here, or she has no future, so she might as well try.
Meleria's a Foxkin, a type of beastkin, and a minority that is commonly viewed as subhuman. Her family worked as peddlers, performing odd jobs from place to place, and living a mostly self-sufficient life. Never staying in one place overlong, so no one place was ever motivated to actively drive them off. Of course, that means when their wagon was attacked on the road, there was nobody to look for them. Nobody to provide the urgent medical aid they needed. Nobody to make sure that when Meleria crept back to the wagon from her hiding spot she'd run too during the attack, she wasn't alone.
lacking the skills to repair her family's wagon, she had to leave both it and her family's remains behind, limiting herself to what she could carry on her back. She found herself in the city of the Tower, and also found herself with a choice. She didn't have the right skills to make a proper living in the city, and to her mind attempting to find someone to take her in would just result in her becoming enslaved. But the Tower represented an option she wouldn't have anywhere else. A risky option for sure, but... What's she got to lose?
Description: This small female Foxkin has tan skin, brown shoulder-length hair, green eyes, and orange-brown furred ears and tail. She has slight build and a nervous but focused demeanor, her eyes and ears flicking about in reaction to slight noises. She has a habit of holding her own tail when anxious, and when resting tends to curl up with it in her arms.
Statistics
Skill-at-arms: 0
Brawn: 1
Focus: 2
Conviction: 2
Wounds: 0.25
Arcana: 3
Inventory and Equipment
Right Hand:
Left Hand:
Armor: Simple Clothes
Trinkets:
Perks
Acrobat: You are particularly adept at climbing, jumping, vaulting, and clambering. The first time in a turn a 1 is rolled for any such feat, it is instead rerolled.
Attuned:You are aware of the ebb and flow of the world's arcane current, and have the potential to tap into it. You may cast spells.
Flame attunement: Your spells that have a chance to ignite enemies will always do so.
Spells
Immolate (0.5 Arcana, 0.5 Wound, ranged, can ignite enemies for continuous damage)
Roll
Conviction:
1+2 =
3Meleria takes a moment to sit down, recuperating from expending so much energy in such a short duration. Catching her breath helps steady her somewhat, but she's unable to rest well between talking of the other folks in the room, the pain that still wracks her hand, and most notably, the small swarm of giant bats no more than a few seconds away from her should they wake. Troubled rest is still better than no rest at all, however, and Meleria feels her connection to the arcane slowly begin to mend itself.Meleria loses 0.5 Arcana!"I saw... chains. Zillions of 'em, going everywhere. Trapping something? What could need so many..?" Isolde whispers.
Take a peek into the room ahead.
Name - Isolde
Background - Gutter trash, no doubt. Certainly uncultured.
Description - Some sort of strange cat-human hybrid. Crimson eyes.
Statistics
Skill-at-arms - 0
Brawn - 1
Focus - 1
Conviction - 3
Wounds - 0
Arcana - -1
Inventory and Equipment
Right Hand -
Left Hand -
Armor -
Trinket -
Perks
Prophetic (6) - What the future holds is not entirely unknown to you. Voices, dreams, and symbols reveal glimpses of what is to come, either spontaneously or after purposeful divination.
Spells
Roll
Conviction:
3+3 =
6Isolde, though concerned at first, cannot help but feel somewhat emboldened when she looks to the room. Another vision comes, though this one is certainly far less esoteric. She sees the room she is in as though looking down from above. Passing through the doorway into the next like a swooping bird, her vision dives into the chest at the room's end. Buried under the heap of coins, which her strange point of view slips and weaves through, is a small dagger lying at the chest's bottom. It's tiny, strangely shaped, and lacks a handle, but embedded in its base is a shimmering blue stone. Its frost-covered surface is motionless, but the light emanating within shifts and pulses violently, as if desperate to burst out. The vision ends, and Isolde is left looking at the huddled forms of the sleeping bats."Finally! Shanks is done waiting! Onwards with Shanks!"
Onwards regardless if they follow Shanks or not! Shanks shall get the best loot!
Name - Shanks The Monsters
Background - Shanks is a Kobold. Someone told Shanks he could find dosh here Shanks likes dosh thus Shanks is now here.
Statistics
Skill-at-arms - 2
Brawn - 1
Focus - 1
Conviction - 1
Wounds: 0
Arcana: 0
Inventory and Equipment
Right Hand - Dagger
Left Hand - Dagger
Armor - Simple Clothes
Trinket - Weird paper thing.
Perks: 0 Point Remaining
(3) Caravan Hand Time spent working for a trade company has taught you a number of valuable lessons. You receive +1 to rolls when price haggling, looting, and foraging.
(1) Acrobat You are particularly adept at climbing, jumping, vaulting, and clambering. The first time in a turn a 1 is rolled for any such feat, it is instead rerolled.
(3) Silent The footsteps of a cat and the breathing of a mouse; in all things, you are quiet as a ghost. Enemies will never hear your movement, and have disadvantage on rolls to detect you.
(1) Quick Hands You may switch your equipped Right and Left Hand items, even while in combat.
Spells:
Roll
Focus:
1+1 =
2Emboldened and thus-far triumphant, Shanks the Monsters strikes out ahead, reaching the third floor in record time... to find what looks to be the site of a fairly recent skirmish. No less than three slain bodies are strewn on the floor, all seemingly stripped bare at a glance. A blood trail leaves ample evidence of the whereabouts battle's survivors, leading down a corridor to the left and through a very slightly ajar door. The only other way to proceed is to the right, through another door that is ever so slightly open.Quickly head back to the start to pay off the debt and cash in some new gear. Armor would be helpful.
Weaving her way through the others and descending the stairs down to the first floor, Xing Xing stops at the first floor shop and puts her 300 crowns on the table.
"Good timing, friend," one of the tired-faced guards says, "the boss just cleared a lot of new haul to hit the floor. I was telling the lads, 'such a shame those new folks left already', but here you are."Shop of Lodovico Mercator
Arquebus (two-handed, 4 wound, ranged, armor-piercing, unwieldy) 2000 crown debt
Broadsword (one-handed, 0.75 wound) 200 crown debt
Broadsword (one-handed, 0.75 wound, imbued) 400 crown debt
Bardiche (two-handed, 1 wound, cleave) 600 crown debt
Burgher's Holy Water Sprinkler (two-handed, 0.75 wound, armor-piercing, critical hits can stun/disable enemies) 450 crown debt
Cudgel (one-handed, 0.25 wound) 20 crown debt
Dagger (one-handed, 0.5 wound, deathblow) 200 crown debt
Hand Pavise (one-handed, shield) 100 crown debt
Horseman's Mace (one-handed, 0.5 wound, armor-piercing) 250 crown debt
Horseman's Pick (one-handed, 0.75 wound, armor-piercing, critical hits can result in weapon loss) 250 crown debt
Pike (two-handed, 0.75 wound, reach) 250 crown debt
Poleaxe (two-handed, 1 wound, armor-piercing) 600 crown debt
Rapier (one-handed, 0.75 wound, deathblow) 450 crown debt
Staff (two-handed, 0.5 wound) 40 crown debt
Staff (two-handed, 0.5, spellbound: Heal) 400 crown debt
Tower Shield (one-handed, shield, -1 penalty to ranged attacker rolls, requires at least 3 Brawn)
Windlass Crossbow (two-handed, 1.25 wound, ranged, armor-piercing) 1000 crown debt
Padded Armor (light, 0.25 wound reduction) 150 crown debt
Padded Armor (light, 0.25 wound reduction, fireproof) 200 crown debt
Maille Shirt (light, 0.5 wound reduction) 400 crown debt
Brigandine (heavy, 0.5 wound reduction, -1 penalty to attacker rolls) 800 crown debt
Lordly Maille (light, 0.5 wound reduction, -1 penalty to attacker rolls) 1500 crown debt
Valmontese Harness (heavy, 0.75 wound reduction, -1 penalty to attacker rolls, requires at least 3 Brawn) 1200 crown debt
Ring of Pain Resistance (Halves Wounds penalties to all rolls) 400 crown debt
Orange Crystal Pendant (?) imbued with unknown magic. 400 crown debt
Hare's Foot Pendant (Nullifies negative consequences from critical successes) 300 crown debt
Shieldreaver Pendant (Attacks ignore enemy shields) 400 crown debt
Armor-piercing - Ignores armor wound reduction.
Cleave - Attacks that strike down an enemy are capable of hitting another enemy within reach.
Deathblow - Critical strikes deal triple wound damage instead of the normal double.
Imbued - Attacks are rolled with
Ranged - Rolls Focus to hit, can be used from the backline and can hit targets in the enemy backline
Reach - Can be used from the backline, enemies attacking the wielder receive a -1 penalty
Shield - Enemies attacking the wielder receive a -1 penalty
Unwieldy - Attacking incurs a -2 penalty, enemies attacking the wielder receive a +1 bonus
Do i see any groups i could join? If so, I do.
Vaolu has little issue slipping into the ranks of the group at the door. A moment of observation and he's aware of the situation - the room they intend to enter next possesses a heap of treasure, as well as a brood of sleeping giant bats. Quite the dilemma.Mu readies his Club to Bat some Bats.
Name - Mu
Background - A wildman of the West, his history is his to keep, but his motivation is better known; he seeks greater challenges than the men and beasts he once faught.
Description - a towering Giant of a man, with a wild mane of dark hair, and a body with naught an inch of skin uncovered by twisting tribal tattoos.
Statistics
Skill-at-arms - 2
Brawn - 4(3+1)
Focus - 0
Conviction - 0
You have 5 points to distribute among these stats, each point being a +1 to the result of rolls in that stat. You must have at least 1 brawn, and no more than 3 initial points in any one stat.
Wounds - 0
Arcana - -1
Your Wounds value will always start at 0. Your Arcana value starts at 0 if you are capable of spellcasting, and if not, it is -1.
Inventory and Equipment
Right Hand - Cudgel (one-handed, 0.25 wound)
Left Hand -
Armor - Simple Clothes
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
(Any items not equipped can still be carried. Slotted items can only be used if equipped, while items that do not belong to a slot can be used at any time, at a limit of one item use per turn if in combat.)
Perks
Acrobat (1, requires at least 2 Focus or Skill-at-arms) - You are particularly adept at climbing, jumping, vaulting, and clambering. The first time in a turn a 1 is rolled for any such feat, it is instead rerolled.
Knight (6, requires at least 2 Skill-at-arms or Brawn) - Whether you are an errant knight or a non-inheriting child of a petty noble, you have received formal schooling in the knightly arts. You are literate, capable of administering medicine, and you may wear heavy armor. Additionally, Brawn +1.
Quick Hands (1, requires at least 2 Skill-at-arms) - You may switch your equipped Right and Left Hand items, even while in combat.
Spells
Mu is left somewhat disappointed by the group's reticence, but it is no matter - whatever may come, he is ready. Taking a position by the door with his club raised, he ensures that he will be the first to act if any of the creatures ahead decide to try and attack. His focus sharpened and now adjusted to the balance of his new weapon, he is nigh certain that his next strike will not fail.Name - Arek the Butcher
Background - A desperate man with nowhere else to turn. A orphan who never knew his parents, Arek was often discriminated against because of his, ah, unique appearance. He learned at a young age that he could only really rely on one person, himself.
Born with a innate affinity for the Arcane, Arek was quick to pick up magic from observing traveling wizards and whatever he could pick up from what he read in stolen books. The resentment he had of his situation grew, and Arek quickly turned into a mage feared and reviled far and wide for his evil acts, having no qualms with sacrificing citizens for blood magic rituals or bargaining with demons for whatever scraps of power he could get.
Now well into the prime of his life, Incredible magical powers; valuable trinkets, plenty of servants and a town to terrorize for his amusement. Arek was living the life. There was just one problem.
People despised him. Arek was quite literally the stereotypical dark lord. It got to the point where the God’s had blessed a hero with the power to defeat him just to get people to stop whining about him. The hero stormed his castle, massacred the servants, and left Arek for dead.
But Arek had one last trick, he remembered reading about a magical tower others dare enter and figured it would be the perfect hiding place. Just one little problem… he collapsed right after he entered the tower and woke up fully healed with a bad case of Amnesia, forgetting all the spells he had learned.
Description - Arek was born mutated, possibly because of his affinity for mana. He would look like any normal human, were it not for the two jagged horns that extended from his skull and sharp red eyes, which had him labeled as a “demonspawn” which wasn’t helped by his strange habits and borderline sociopathic behavior.
Currently covered in a large red cloak inlaid with gold trim, offers him little to no armor but is quite stylish.
Statistics
Skill-at-arms - 0
Brawn - 2
Focus - 3
Conviction - 0
Wounds - 0
Arcana - 0
Inventory and Equipment:
Right Hand -
Left Hand -
Armor - Simple Clothing
Trinket -
Curative Charm (Active - The wearer may, at any time, gain 1 Arcana in order to remove 0.25 Wounds from themselves or any living target within arm's reach. Cannot be used at maximum Arcana.)
Pullification Charm (Active - The wearer may, at any time, gain 1 Arcana in order to exert an extreme amount of pulling force on any target within 30 feet. The force is strong enough to cause harm (0.75 Wound) when directly applied, and is not mitigated by armor. This effect may be spread among any number of targets, but its force is divided equally among these.)
Perks:
Attuned - You are aware of the ebb and flow of the world's arcane current, and have the potential to tap into it. You may cast spells.
Scholar (Magic) - You are well-versed in your field of study. Pick your domain of study - it can be anything from history to alchemy to philosophy - and record it here. You have advantage in rolls to recall knowledge of your specified field. Additionally, you are literate.
Spells: None
"They restin'. Someone sneaks in and takes the treasure, then we leave."
Arek wipes a trickle of blood from his mouth onto his hand with a slight grimace. “Bah. Cowardice.”
Arek follows the group and proceeds west. He sneaks closer to inspect the scroll in the room.
(I am with Egan and gang right? I don’t remember.)
Roll
Focus:
4+3 =
7Though the scroll is wrought of stone, same as the rest of the statue, it bears writing inscribed upon its surface nonetheless. Some of it has eroded, same as whatever once was written at the statue's base, but some of the writing on the scroll is yet legible. What remains can be stitched together, but the even if some of the words remain, the meaning is perhaps already forever lost.
After a... mortal companions... mission wholly victorious... bound within the... seek out... eternity... Warden Sevuzyulir.
All in all, Arek can decipher about 1/3 of the scroll.