Robin really isn't happy about being in the Wilderdeep. Unfortunately his only choices are figuring out who murdered Ophelia Pesh to avoid the thieves guild being blamed or being forced to show how long he can hold his breath while being tied up in thick ropes with rocks hanging from them, so here he is.
He is traveling together with a group of four others even though he recognizes one of them, the foreigner dressed in silk, as someone he has stolen a piece of jewelry from not too long ago. Said foreigner has apparently taken the role of groupleader as he gives orders about formation, which could make things nasty for Robin if he figures out what happened to his missing jewelry.
It doesn't take long for them to reach the entrance of the forest which looks just bad as he imagined, though the fact that they aren't immediately attacked by monsters is a pleasant surprise. As he and the others go deeper into these gods and demons forsaken woods it either uses some kind of illusion or temporarily reveals it's true form for some unfathomable reason, at least it doesn't last very long, though Robin's desire to flee is stronger than ever.
The next terror to befall is some kind of awful screeching and the noble woman Adrianna or something alerts the group to the source of it. The halfling possibly proving that she is crazy makes her way to the bush the sound is coming. The knowledge that he has no chance to survive on his own is the only reason he doesn't abandon the lot of them here and now, instead he draw his bow and one arrow, but keeps it aimed at the ground for now.
He also watches what is going on with the halfling and bush as carefully as his nerves allow, hoping to figure out as much as he can about the situation without needlessly endangering himself.
If possible I would like to roll discern realities 2d6+0
picked up: Antitoxin (no weight) Bandages 3 uses, slow, ( no weight)
Name: Robin XP: HP Max: 21 HP Current: 21/21 Base Damage: d8 Armor: leather Alignment: Neutral Look: Shifty Eyes, Hooded Head, Lithe Body Race: Human
Bonds: I stole something from Zogolli
Stats: Assign 16(+2), 15(+1), 13(+1), 12(0), 9(0), 8(-1) as you see fit STR: 8 (-1) DEX: 16 (+2) CON: 15 (+1) INT: 13 (+1) WIS: 12 (0) CHA: 9 (0)
Gear: Dagger (hand, 1 weight) short sword (close, 1 weight) Ragged Bow (near, 2 weight) bundle of arrows (3 ammo, 1 weight) Adventuring gear (5 uses, 1 weight) dungeon rations (4 uses, 1 weight) leather armor (1 armor, 1 weight) Oil of Tagit (3 uses no weight) Antitoxin (no weight) Bandages (3 uses, no weight) Ammo: 3 Coin: 10 Load: 9/17
Starting Moves:
Human
You are a professional. When you spout lore or discern realities about criminal activities, take +1.
Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX.
✴ On a 10+, hold 3.
✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it? What does the trap do when activated? What else is hidden here?
Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX.
✴ On a 10+, you do it, no problem.
✴ On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.
Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.
✴ On a 10+ choose two.
✴ On a 7–9 choose one.
You don’t get into melee with them You deal your damage+1d6 You create an advantage, +1 forward to you or an ally acting on it Reduce their armor by 1 until they repair it Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.
Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
Oil of Tagit (applied): The target falls into a light sleep Bloodweed (touch): The target deals -1d4 damage ongoing until cured Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.