>>20013 CIV Up Halfings Part2 Continued
SKILL CHECKS: Roll 2d6 vs the target number. The first three rolls shall be used. If any rolls hit the DC then you win.
the Story so Far
You are PRIME MINISTER Taremin Footsize. Your halfing community had to fee from GIANT KILLER BEES that over took your home to a nearby ruins,
The Halfings then to like more comfy surroundings and are freaking out about their new ‘home’
Some Fauns traveled with you but their lavish way of life made the others uncomfortable
Just as you just finished your head count when you were attack by one GIANT KILLER BEE.
The bee killed Mr TornThumb who tried to make friends with it and carried him, his bag-o-seed, his wife and yourself.
The Bag was dropped into a well just outside of town while you and Widow TornThumb fell you broke your ankle in the fall. Something you would soon fix with a healing potion that burned while you drank it.
Escaping to the magic shop you ate your lunch and got some loot, you were able to calm down TornThumb but think she still is in a state of shock.
Checking out the backroom you run into Innerwind, a Handyman, who had eaten alot of the magic ingredients, torn up a spell book, used a sword for a fire poker, damaged a potion brewing table and smashed a magical tea set that made magical food.
You showed him the magic rings that you found. He tossed one in the fire and placed one of his finger.
The one ring in the fire exploded, the other made his tongue super long and his body transparent.
In your mind you feel like living in this city is safer then going back to the forest, but this might change depending on the other groups that live here.
Your Civ
3 Adults
- Yourself, Diplomat
- TornThumb, Horticulturalist
-Innerwind, Oddjob man
In your pack
5 Black and white spotted seeds (two Meals)
10 Rings of Woodworking.
1 PermRing of stoneworking.聽
4 Rings with a lizard on it.
2 Rings with a star on them, 4 Rings with a Frog on them, 1 Ring that has a red orb on it.
1 Healing potions, out-of-date.
Handful of bottlecaps
Dead
1 Adult
Missing
12 faun
29 Adults
6 children
1 young orc
You leave Inner wind on the floor tied up in his own tongue, he cant get in any more trouble right?
You go and check on Tornthumb, she is idly running her fingers over the bottles of snake oil and seems really out of it.
You tell her we will be leaving the shop soon. She dosn’t look at you but nods softly.
You desire to go looking for your friends.
Peering out of YE OLD MAGIC SHOP you cannot see any signs of the GKB.
You are able to see THE RUSTY SHEEP inn across the road from the magic shop. This town must of been used by adventures you think to yourself to have these two things as the first point of call.
You are able to see tracks all over the road but cannot tell what they are from here
>Run over to the Rusty Sheep
>Stay in the Magic Shop till night
>Go to the well just outside of the city >>20607
>Head back to the forest. Save Hambul? Check your village?
>Head West Into town
>Head East into town
>Check for tracks (First Three rolls, 2d6 Vs 10)
>OTHER? You pick!
Self Bump
>>57631
>>Run over to the Rusty Sheep