1. Name: Sezhade Omar Halasmishal XVII (Bastard Son of the Sultan) 2. Character Attributes 1. Strength: 9 2. Dexterity: 12, +1 from Assasin = 13 3. Constitution: 10, +1 from Survivor 1. HP is Equal to Con, so 11. 2. HP = 9 4. Intelligence: 10, +1 from Forbidden Knowledge 5. Charisma: 11 6. Wisdom: 10 3. Origin 1. Decadent, in the origins of a Crystal Palace 1. Talents: 1. Assassin - First attack on Unaware Autohits. Damage = Dex, +1 Dex 2. Forbidden Knowledge - Four Randomly Selected Spells., +1 Int 3. Survivor - Takes d6 minutes to find something that can be used as a knife or club. +1 Con 2. Languages: Thyrenian and Amaric 4. Weapons and Equipment 1. Start with 2 Weapons, or 1 Weapon and a Shield. 1. Scythe 2. Crossbow 2. 100 Gold from Decadent 1. Less 11, so 89 Gold. 3. Backpack - 2 Gold 4. Grappling Hook - 3 Gold 5. Rope - 5 gold 6. Light Armour - 10 Gold 7. Tent - 60 8. Mirror - 4 Gold 9. Scrolls - 4 Gold 5. Spells 1. Animate Mirror - You animate your own reflection in a mirror. It will attack anyone that passes near it (d6 damage). Lasts until dispelled or the mirror is destroyed 2. Hellhound: Turns a regular dog into a raging killing machine (Attack 11, Dodge 11, d6 damage, 10 HP). It dies at the end of the fight whatever happens. 3. War drums: The target is experiencing all the horrors of war. Roll a d6: on 1-4 the target panics, on a 5-6 they go berserk. 4. Curse of the Mute: The Target cannot speak. On a spellcasting roll of 1, the target is permanently mute. 6. Notes 1. As we're approaching the city, there are a number of miners that are waiting for a meteor to hit the ground. 2. As we continue to approach the city after talking to some minors, the meteor hits the ground, hitting an Inn. 3. I head in to try and get some people out and am able to save 5 people. Wasn't able to get out without issue and am suffering from Smoke Inhalation - have Disadvantage on next Skill Check. 4. Pharris (Tommy) is able to get about a half pound of the ore and Penny (Kate) fails to do so, lighting herself on fire. 5. The Commoner's are blaming this event on Sander? a diviner 6. We head down the road to Sander's House, though we're able to at least temporarily stave off the mob that was heading to her house. 7. Sander lives in a sort of House carved out of a Tree. 8. Path F in the Mine has some clanging sounds, sneaking ahead, there's a cold blue flame, there's a Skeletal Blacksmith working on what appears to be a support structure.