"Khirynnax," says the elf as he blatantly turns his attention away from Slice and to the woman who named herself Hawthorne. As far as Khirynnax is concerned he's answered Slice's question and has nothing else to say to the warrior. The appearance of the priestess is an interesting development and he briefly wonders how she came to be in the service of the Witching Troll. He doesn't ask but stands from the rock shelf and points into the woods.
"Hengistad is that way."
The other human man, not the bulky warrior with the over-sized sword but the slimmer one with a pair of weapons at his belt, steps forward and nods his head in a gesture of greeting and respect, however slight it might be. His eyes shift from the newcomer to Slice to Khirynnax to Brier before he straightens.
"I am known as Trickle. Perhaps you've heard of me? No?" He smiles.
"I didn't think you would have; I'm just a simple man sucked into the eddies of circumstance by the passage of the powerful."
[sblock=Sheets][sblock=Trickle][section]

Trickle
Human Thief (level 1; 0 xp)
Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body
STR 9
DEX 16 (+2)
CON 12
INT 15 (+1)
WIS 13 (+1)
CHA 8 (-1)
Max. hp: 18
Current hp: 18
Alignment: Neutral: Avoid detection or infiltrate a location.
Gear: (Load 6/9) – Base Dmg: d8
Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)
Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)
Adventuring gear (1 wt.)
Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured
[sblock=Thief Moves]
Human: 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 (2d6+2)
10+: hold 3
7-9: hold 1
Spend hold as you walk through area to ask 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 disable traps, roll+Dex
10+: you do it, no problem
7-9: you do it, but GM offers two options between suspicion, danger, or cost.
Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex
10+: choose two
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: Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.
[/sblock][sblock=Bonds and Backgrounds]
I stole something from
Needles.
Slice has my back when something goes wrong.
Artur knows incriminating details about me.
After a year and a day of service the
Witching Troll will teach Trickle the secret of Witch's Tears.
In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly
not written down in the book) from a powerful unseelie sorcerer, a troll…
[/sblock]
[/section][/sblock][sblock=Khirynnax][section]

Khirynnax Skinchanger, AKA Khir
Elven Druid (level 1; 0 xp)
Wild Eyes, Messy Hair, Practical Leathers
STR 15 (+1) DEX 12 CON 13 (+1) INT 9 WIS 16 (+2) CHA 8 (-1)
Max. hp: 19 Current hp: 19
Alignment: Neutral: Eliminate an unnatural menace.
Gear: (Load 3/7) – Base Dmg: d6
Token of the Mire: the Copper Coil, age-blackened armband in shape of snake
Hide armor (1 armor, 1 wt.)
Staff (close, two-handed, 1 wt.)
Poultices and herbs (2 uses, 1 wt.)
[sblock=Druid Moves]
Elf: In addition to any other attunements, the Great Forest is always considered your land.
Born of the Soil: Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.
By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.
Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.
Shapeshifter: When you call upon the spirits to change your shape, roll+WIS.
10+ hold 3
7-9 hold 2
On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/sblock]
[sblock=Bonds and Background]
Trickle smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows Slice.
I have showed Needles a secret rite of the land.
Artur has tasted my blood and I theirs. We are bound by it.
After a year and a day of service the Witching Troll will reveal a secret of the fae's primordial essence.
Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.
[/sblock]
[/section][/sblock][/sblock]