OOC: You're in Ochita. I'll type out your start in a bit.
Turn 2 GM RP:
The red twilight has begun to wane, darkness is quite quickly wrapping the world in shrouds. The other soldiers which have survived have congealed into a crude grouping of crude grouping, those whose company were not completely destroyed group together for the familiar faces, while those who were not so fortunate choose one and assimilate. All the while, the few in command which have survived along with medics and soldiers assigned to logistics scamper between them as torches, which flicker ominously, particularly near the ocean, are raised with a few tattered tents. There is a growing sentiment, however, that this is not a good place to set up camp, if only because of the noxious fumes.
Eisthin:
-Spear; Found in the ruins of an ancient lycanthrope village, this spear is adorned with carvings and designs which seem to channel the ambient energies of the world around it. You notice it still seems to be channeling these energies, though they feel considerably different from before.
-Iron armor; Standard-issue military armor, it's not particularly well-made but has it where it counts. It should be able to resist a strong hit from a sword, though it seems you managed to tear clean through it in a few places with your werewolf claws. A testament to just how powerful you really are when you're transformed...
-The clothes on your back; Spiffy, though not really. They're dirty, slightly stiff, and torn in several places.
Don Onil:
- Family Sword; A treasured heirloom of your family, this fine sword is of unknown make and substance, though it is obviously exceedingly well made and seems to be some kind of metal. Its rumored to have been made by the dwarves and forged of their legendary adamantine, brought to the human lands by an elven merchant.
-Steel Breastplate; A breastplate made by one of the finest smiths in the human lands, this fine piece of armor has served you well for years.
-Mysterious letters; Two letters, given to you by your father before setting off on this trip. Why not open them?
-Medical salve; Given to you by a field medic to help patch up your men. It's thick, white with bits of leaves dotted throughout, and smells bad.
-Clean cloth and bandages; Given to you by a field medic to help patch up your men. 'Clean' is a bit of a stretch, but they're cleaner then most of the other cloth you can find.
-Clothes (In camp, in your chest): Fine, comfortable clothes which you took from home so you would not be riding into battle nude. They're a bit stiff from the salty ocean spray, and they haven't been washed since you left home, plus many of them have acid burns in them, but you should have at least a few matching outfits in there.
Nevyn Fenrok:
-Sword; A simple, standard-issue steel sword. Nothing particularly flashy.
-Iron armor; Standard-issue military armor, it's not particularly well-made but it's got it where it counts.
-Clothes (Crate on the beach); Dirty and slightly stiff, not that they were much to look at to begin with.
-Various trinkets (Crate on the beach); Various trinkets you've brought from home and made on the trip here, you haven't had time to sort through them yet.
Jessup Atel:
-Metal crossbow; A crossbow made primarily of metal, which has served you and held up well for many years. Currently coated in your slimy, smelly bile. Is loaded.
-Crappy armor (In the ship's hull); You decided to leave it there, it's probably more useful in the ship anyway.
-Leather quiver; Your typical leather quiver, plus two small acid-burned holes. Currently holds 42 bolts.
-Leather backpack; You're quite fortunate to have found something to carry stuff in in that ship's hull, even if it does have a few holes in it. Currently holds two jars of nuts and dried fruit, and seven chunks of salted meats, each just large enough to be considered a main course.
Eisthin (Wolfchild):
(Charm roll: 2, Encounter roll: 86, Initiative roll: 3)
You ask a few of the other survivors if they wish to go hunting, though all of them are busy, injured, or simply unwilling. You decide to go alone.
You head further down the peninsula, toward the mainland. You keep your eyes keen and senses sharp, searching for anything which might be considered food or danger in this strange new realm. It's not long until you hear something feasting in a small crag, and move in to investigate. You look in and see a peculiar bundle of exposed organs, muscle, and veins held together by plates of shiny black armor, which only partially cover the creature. It appears to be alerted to your presence but does not seem to know exactly where you are. It also appears to be bleeding from a few places.
Nevyn Fenrock (Nevyn):
(Perception roll: 4, Danger roll: 2)
You see a man hacking his way out of a ship and decide to see if you can help him. However, by the time you reach the hole he's made he's already standing upon the beach and states his name at you, along with asking if you need help. You open your mouth and reply with, "Actually, I came here- OOO, SHINY!!" You're distracted from the conversation by a shiny glint in the hole beside you, which has so far typically been a harbinger of something of value. You scrabble into the hole, ignoring the look of peculiarity from... what was his name again? Ketchup? In any case it doesn't matter right now, there are shiny things to find!
You search for what seems like a good minute or two, and find nothing more interesting then a slithering tentacle near your feet, which stings of acid and squirms when you try touching it. Wait... aren't tentacles typically attached to something?
You notice slow movement coming from the submerged section of the ship, and comprehension of your own folly suddenly grips you as a giant, elongated cranium rises from the water. You make for the exit, but it is quickly covered by the very same tentacle you had touched not moments ago. As the head rises higher, two large eyes situated on opposite sides of it are revealed, one of which makes a very shiny glint not much unlike the one which dragged you... shiny- FOCUS!
Don Onil (Frelock):
Go back to the camp and begin administering medical supplies.
(Roll: 5)
You flawlessly hand out your bounty and even start helping the injured put them on. It's not long until the amount of blood red in the area has diminished considerably, and your men seem to be in somewhat better shape then before.
Ochita (Starting roll:
6 (lucky bastard) Just remembered, it's supposed to be a d10, not a d6 Re-roll: 7. Still a lucky bastard.