The goblin seems stunned to receive the offer to join up with the group, but also seems wary, "
This is not trap? If not... I try help you but I no worth of name..."
Hearing his approval, Eun's face is illuminated by a large smile while David scowls as he steps forward to unlock the goblin from the table, staring at it warily.
Once freed, the goblin rubs his wrist while looking around the inn. He then says, "
This safe place for night. If door is closed, no monster on hills can get in. Goblins already run away, they no come back." He
Vincent steps past the group with a large bundle wrapped in a blanket, which he places begins to burn outside. As the inn is on top of a small hill, the firelight illuminates the area, but the flame does not produce much smoke.
Inside, Eun has made a small next for the goblin in the common room corner, complete with a stash of old ratty-looking blankets that she scrummaged out from somewhere. David disappears for a few minutes in the second story before coming down, arms full of dusty pillows and a few moth-eaten blankets. He plops them onto a table in a large cloud of dust.
"
Best thing I could find. Not exactly clean, but we don't have much options right now, " he says with a sigh as he examines the sad pile on the table. "
There's more than enough blankets and pillows for everyone else, but this was the best of the lot I found. I figure we should all sleep here in the same room. I've seen enough horror movies to know that splitting up is a bad idea."
OOC:
All of you get to roll perception as your character goes to bed!
Also, shoot me a message with what you are trying to shoot for with yoru 50 point level up. If you're doing magic, I can work with you to get something you like - GURPS magic can be a bit convoluted. Here's a quick run-down on how it works:
Magic is a little bit more complicated - it's gated through two "steps." At the core, spells operate off of your IQ stat.
STEP 1:
You need to have the Magery advantage. Each costs 15 points and gives you the ability to cast magic.
You can have the option to "limit" your magery in a way (like you have to sing in order to cast magic, can only cast Air magic, or have to cast magic through a weapon...). Depending on the limitation, each level of magery can become cheaper.
STEP 2:
You need to buy spells individually (like "purify air" or "icy missile"). They function like skills - so it's roll a 3d6 to see if you cast it successfully.
I don't want to just use GURPs spells since some of them are a bit limiting, so I can work with you to create some more flexible spell(s) that you start with. Depending on how you use them, they can shift and evolve.
Each additional level of magery makes it a bit easier to successfully cast spells. Each level of Magery increases the "skill level" of your magic spell by one, so 3 Magery levels means your spell success chance is IQ + Mage Level + Spell Modifier.
Spell modifier is a +/- adjustment on the "skill level" of your spell, dependant on how complicated it is.