Dungeon Walkers 3, page 37
“Never!” Cyra cried sharply.
“I know that now,” Stern laughed along with the crowd, “but in those early days, I feared the worst. Trish was an ember of love that lit us both aflame.” He turned his gaze to the redhead. “Burning bright with emotion, even if some of it was fear and pain, she never backed down from the mad plan of us all loving each other. Even when old pains hurt her, she didn’t pull away. She opened up, instead, sharing her pain with us. She let us soothe her old hurt and show her new love.”
Cyra hugged Trish, smiling along with the forward woman.
“Trish, thank you for always being you. Brash, even when you feared the worst. That ability to push forward helped drive us to accept what we all wanted.”
Trish winked. “Just wait until later.”
The crowd roared in laughter, and Stern had to pause.
“Cammie,” he started when the crowd grew quiet again, “you were a friend first. I’ll admit that I’ve always found you attractive, and I always thought you’d only be a friend. It was a shock when your first feeling of love touched me. I didn’t know what I did to win your affection... I even tried to deny your growing feelings for a bit. I never wanted to hurt you, and I thought that’s what would happen.”
Cammie nodded understandingly.
“Our wives helped us both see the way forward. And maybe it was awkward, but it worked out, and I cannot think of a day without you beside us now. They agree with me.”
Cyra and Trish nodded along with him.
“So thank you for being understanding and going after your dreams. I feel like we can all learn from that. Ladies... my dear wives... I will always try to be the man you think I am. You all see me as so much better than I see myself. I will do my best to grow into that man for you, for us, and, in time, for our children. Few men have been blessed to find one wife as full of love as you, and all of you have given me that. I will always treasure you. To my wives, they are truly the best part of me.”
The crowd roared, accepting the toast. Stern bent to kiss each of his wives again, letting their love flood his heart.
Character Information
Alistern “Stern” Masterson
Half-Infernal/Half-Human
Badge: Nickel-3
Perks:
Infernal Heritage- Night Vision; darkness doesn’t constrain me. See in the dark.
Fire Resistance; not hot stuff. Fire doesn’t burn you as easily as others.
Empathic Soul; awash in a sea of feelings. Other’s emotions will always be felt by you.
Summoner; never alone in life. Summon an animal friend.
Improved Companion 1; best friends give back. Your summons will improve slightly. Improvement based on the summon.
Improved Companion 2; best friends keep giving back. Your summons will gain something new. Improvement based on the summon.
Improved Companion 3; best friends never stop giving. An additional improvement to your companion. Improvement based on the summon.
Improved Companion 4; best friends are forever generous. Another improvement to your companion. Improvement based on summon.
Elemental Summons; it’s who they are. Choose an element and your summons will embody that element; gaining resistances, acquiring weaknesses, and dealing damage in line with that element. Once an element is chosen, it is permanent.
Second Companion Slot; why just have a single friend? You may now summon a second companion. You may only have one companion active at a time.
Selective Empathy; feeling only what you want is better. Your empathy becomes selective.
Double Summons; why only have one friend beside you? Able to have two summons out at a time.
Third Companion Slot; if two is good, three is better, right? You may now summon a third companion. You may only have one companion active at a time.
Cyra Masterson
Half-Rabbit Lykian/Half-Elf
Badge: Nickel-3
Perks:
Lykian Heritage- Rabbit; did you hear that? Increased hearing.
Elven Heritage- Increased Vision; I see you. The sharp eyes of an elf.
Powerful Kick; kicking ass and taking names. A chance to stun anything kicked.
Life Sense; life surrounds us all. Able to sense the living in a twenty-foot radius.
Minor Life; bandages? We don’t need no stinking bandages. Refresh an ally with life, close minor wounds, and negate the least of poisons. Usable once per day.
Extra Minor Life; you’re a walking healing kit. Minor Life is now usable three times a day.
Self-help; Don’t I count? Able to target yourself with any perk or spell that you use.
Improved Life Sense 1; help others know when life surrounds you. Those in your crew will know where you have felt life.
Improved Life Sense 2; silent life makes for easier hunting. Your Life Sense will no longer be felt by those it touches.
Mirrored Ally; you and you. Target an ally with an ability and copy its effect to a second ally. Usable once per day.
Improved Self-help; you are always a valid choice. Any spell that you choose to use on yourself is doubly effective.
Bulwark’s Ally; stand tall, I got you. Gives the target the ability to negate any one attack on them. Usable once per day, ability only lasts one hour or until used.
Improved Life Sense 3; knowing if things hide ahead can negate an ambush. Your Life Sense can now be targeted to anywhere you can see.
Trish Masterson
Human
Badge: Nickel-3
Perks:
Crafter; good with your hands. You have an innate skill for crafting.
Leatherworking; the dead can be repurposed. You have an innate skill for leatherworking.
Poison Resistance; it’s like water to you. You ignore minor poisons and are resistant to stronger ones.
Protector; saving others is in your blood. Trade places with someone next to you if they would be injured. Useable once per day.
Improved Protector; now, it’s a way of life. Protector is usable three times per day.
Thick Skin; good for ignoring the barbs of life. Your physical skin will become thicker, letting you brush off the least of troubles.
Dark Vision; Low-light? No problem. As long as there is some light, you can see as if a full moon is hanging in the sky.
Iron Skin; that tickled. You become more resistant to injury.
Weighted Blow; smash them hard. Your bludgeoning weapons hit harder.
Armorer; weapons are good, but armor is better. Making armor is easier for you. This stacks with Crafter and Leatherworker.
Reinforced Iron Skin; Minor to you, devastating to others. You can shrug off attacks that would leave others in need of the healers.
Runic Crafter; add the edge Walkers want. You can add a single rune slot to your crafted items.
Distant Protector; I can save you if I can see you. Able to use Protector on anyone you can see.
Cammie Masterson
Dwarf
Badge: Nickel-3
Perks:
Dwarven Heritage- Night Vision; darkness doesn’t constrain me. See in the dark.
Dwarven Heritage- Poison Resistance; it’s like water to you. You ignore minor poisons and are resistant to stronger ones.
Mechanical Destruction; I want to see how it works. Increased ability to disassemble anything with multiple parts.
Locksmith; locked just means time. Locks are easier for you to crack.
Safe Cracker; I can hear the tumblers. With the right tools, you can make difficult locks trivial.
Trap Smith; buying time or saving lives. Making traps is easier for you, if given the right items.
Thick Skin; good for ignoring the barbs of life. Your physical skin will become thicker, letting you brush off the least of troubles.
Rigging; no parts? No problem. Able to rig up traps with suboptimal materials.
Treasure Finder; treasure calls to me. Once a day, you will be directed to any hidden treasure within a hundred feet.
Trapped Bag; I hate carrying bombs. Turn a pouch into a holder of traps. The bag you designate will hold four readied traps. A new bag can be chosen each day, but the traps left inside the old bag vanish.
Long Trapper; have trap, but don’t have to travel. Deploy traps at range. Range depends on trap complexity.
Magical Trapper; the power of friendship. Once a day, work a spell cast by a friend into a trap. Trap only lasts a day.
Duplicate Trap; why not double up? Once a day, when you craft a trap, you can summon a duplicate trap. Duplicate trap has all the effects and drawbacks of the original trap. Does not count toward any other perk restrictions when used.
Jon Benderson
Angelic
Badge: Nickel-3
Perks:
Angelic Heritage- Night Vision; darkness doesn’t constrain me. See in the dark.
Angelic Heritage- Wings of Light; the sky is your domain. You have white feathered wings that you can use to fly, as long as you aren’t overweight.
Angelic Heritage- Cold Resistance; the sky is cold, and so am I. You don’t chill as easily as others.
Bending Tin; metal bending, beginner’s edition. You have an innate skill for smithing.
Crafter; good with your hands. You have an innate skill for crafting.
Fire Resistance; not hot stuff. Fire doesn’t burn you as easily as others.
Greater Fire Resistance; fire is my friend. Able to handle fires that would sear flesh.
Bending Iron; bending metal is natural. Your skill for smithing has improved past non-perked smiths. This stacks with Bending Tin and Crafter.
Bladed Armor Seeker; your armor looks weak. Increased chance to find the gap in armor when using a bladed weapon.
Bladed Armor Breaker; you don’t need that shell. Once an hour, your bladed weapon can break a piece of armor.
Weapon Smith; weapons are a way of life. Making weapons is easier for you. Stacks with Bending Tin, Bending Iron, and Crafter.
Bleeding Cut; better salve that quickly. Your bladed weapons have a chance to cause a bleeding effect.
Runic Crafter; add the edge Walkers want. You can add a single rune slot to your crafted items.
Iron Mind; my mind is my bastion. Your willpower makes it harder for you to be mentally influenced.
Nicole Benderson
Half-Elf/Half-Human
Badge: Nickel-3
Perks:
Elven Heritage- Increased Vision; I see you. The sharp eyes of an elf.
Ghastly Visage; it’s a monster, run! Your face causes fear in all who see it.
Illusion Breaker; that’s not real. Able to see illusion magic for what it is.
Imbue Trap; magic traps is where it’s at. Able to imbue a trap with a spell once per day.
Firebolt; die in a fire. Able to cast Firebolt three times per day.
Improved Firebolt; no, really, just die in a fire. Firebolt can now be cast once every hour.
Greater Firebolt; seriously, just burn to death already. Firebolt can now be cast every minute.
Iceball; frostbite sucks. Able to cast Iceball three times per day.
Improved Iceball; time for a deep chill. Iceball can now be cast once every hour.
Greater Iceball; arctic chill on demand. Iceball can now be cast every minute.
Enlarged Magic; when your magic needs to spread out. A spell of yours can cover a twenty-foot area, once per ten minutes.
Friendly Fire Isn’t; sorry, didn’t mean to hurt you. Allies caught in your area spells take less damage from them.
Friendly Fire Doesn’t Exist; warping spells to your will. Allies in your area spells take no damage from them.
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Other Books written by Daniel Schinhofen:
Binding Words:
Morrigan's Bidding
Life Bonds
Hearthglen
Forged Bonds
Flame of War
Lost Bonds
Noble Solutions
Accorded Nobility
Aether’s Revival:
Aether's Blessing
Aether's Guard
Magi's Path
Aether's Apprentices
Mages of Buldoun
Luck’s Voice:
Suited for Luck
Cashing In
Breaking the Bank
Dangerous Gamble
Dungeon Walkers:
Dungeon Walkers 1
Dungeon Walkers 2
Apocalypse Gates Author’s Cut: (Completed)
Rapture
Valley of Death
Gearing Up
Elven Accord
Downtime and Death
Can of Worms
Unexpected Dev-elopments
One Nation, Under...
Alpha World: (Completed.)
Gamer for Life
Forming the Company
Alpha Company
Playing for Keeps
Fractured Spirit
The Path to Peace
Darkhand
Gamer For Love












