<div class="floatright">(https://elliquiy.com/elluiki/images/e/eb/Mila.jpg)</div><strong>Name</strong>: Mila (Cleric-1)<br/>Str 8 (-1) Dex 9 (+0) Con 15 (+1) Int 12 (+0) Wis 16 (+2) Cha 13 (+1)<br/>HP 21/21, Load 9, Damage d6<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gear etc.</div><div class="spoiler_body"> <br/>* Leather Armour (1 armour, 1 weight)<br/>* Holy symbol (0 weight) a heavy polished silver crescent, worn on a thin chain necklace<br/>* Staff (close, two-handed, 1 weight)<br/>* Bandages (3 uses, slow, 0 weight, heal 4 damage)<br/>* Adventuring gear (5 uses, 1 weight) <br/>* Dungeon rations (5 uses, 1 weight)<br/><br/>XP 0/8<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rotes</div><div class="spoiler_body">LIGHT. An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.<br/>SANCTIFY. Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.<br/>GUIDANCE. The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1st Level Spells</div><div class="spoiler_body">CURE LIGHT WOUNDS.At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.<br/>SANCTUARY. As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mage spell</div><div class="spoiler_body">From heritage. Will come later.</div></div><hr/><br/>Mila looked vaguely out of place. The young woman certainly didn't seem the adventuring sort, even is she was outfitted for a longer trek. She did have the decorum to greet Marcus, however, and presented a stark, pleasant contrast to the grupy dwarfness she came packaged with.<br/><br/>"We'll do what we can. Master Anlaf" she motioned to the dwarf grunting, huffing and puffing as he rolled about looking for clues "will do his best. I see what sort of aid I can offer in the mean time."<br/><br/>She did what she could for the survivors, and recited a few prayers for the dead. This, at least, was something she was well versed in, and her pleasant voice provided at least a small sendaway for the departed souls. She smiled and conversed with both Derek and Arwin, keeping both at arm's length while offering what aid she could provide. Which wasn't a lot, actually, other than the promise of doing her best to track down the bandits.<br/><br/>After a while she ambled back to "her" dwarf, careful to only step where he trampled the ground before. Distubing tracks is bad - she learned that the hard way. She hummed for a bit, looking at the dwarf work. She had a remark about squirrels and eagles ready, bur left it for another time, as the dwarf seemed immersed in his work.<br/><br/>While following the trail she is quiet, almost contemplative. But upon reachng the valley she brightens. "This would be a nice spot to build a monastery. So... where to now?"