Zealots and Demons, Turn 35: A Brand New GunPunch the buccaneer square in the jaw.
[5] [3+1x2=8 damage] You clench your fit and punch the buccaneer in the side of the head. He hits the ground hard and you hear a crack. You check his pulse. He's dead.
Guard Swashbuckler 2, disarm him. If possible, examine the outfit and items on his person.
[4] You slide the weapons away from the pirate. He doesn't protest. You examine the outfit, it looks like it has been pieced together from parts of other uniforms. A piece of elven armor here, a bit of Crusader armor there. You check his items, while he is lacking any kind of identification, you gather he's a younger recruit, if only because of his general youthful appearance, and a low-ranking insignia of the Red Sky Pirates.
Interrogate the maimed enemy! Stab him a bit if totally necessary.
[3] The Kitsune is a little over protective of the maimed pirate, but you manage to worm out his name, Vizharren, the name of their leader, apparently a female, Maria, and he tells you there is another prisoner that escaped and is wrecking havoc on a different part of the ship.
Keep Tikan from stabbing the prisoner-and keep the prisoner from stabbing anyone else, if this is a trick. Play good cop during the interrogation.
Also, loot one of those Rifles/Ammo from a pirate!
[5] It looks like everything is well in hand on the interrogation front, though you do play a little bit of good cop. During a lull in the questioning you grab one of the rifles and all the bullets. You investigate the rifle. Custom-made, old, steel, and if has a second barrel to fire enchanted rounds. Over-all, not bad, weighs more than you would like and it's generations out of date, but it's serviceable and clearly the past owners properly cared for it. Oh you also find twenty more rounds, important that.
If the prisoner tells the truth, then heal him, otherwise just drag the bodies to the side of the corridor.
[4] [2 damage healed] The prisoner doesn't really say much, but it doesn't seem like he knows that much anyhow, judging by his low-ranking. Just a grunt brought on as manpower. You heal his leg, watching as some of the damage is healed. With hard work, he might be able to walk on it again someday, for now though he won't be moving anywhere fast.
Character StatusInventory: Portable Alchemy Equipment, Traveler’s Staff
Health: 20/20
Mana: 23/30
Energy: 4/4
Status: None
Inventory: Spiked Flail, Sanctified Plate Mail, Rusty Iron Buckler, Thurible
Health: 25/25
Mana: 5/5
Energy: 15/15
Status: None
Inventory: Ironwood Staff, Beaded Wristband, a brown leather-bound spellbook
Health: 20/20
Mana: 10/30
Status: None
Inventory: Concealed Knife, Basic Writing Equipment (several sheets of parchment, quills, ink)
Health: 20/20
Energy: 17/20
Status: None
Inventory: Tattered White Crows Banner, Dagger, 1 Filled Canteen (water), 3 silver coins, Pistol, Rifle, 24 bullets
Health: 20/20
Energy: 16/20
Fatigue: 6/6
Status: None