Act I, Part Eight: Recovery, Doom
Gustav[1] You call on the Smith's light, and he does not answer when you attempt to repair Davian's armor. Nothing changes with it. [2] Similarly, you fail to gain his aid in healing Ramsay, and are forced to simply bandage him - [5] which does stabilize him for a while. He does not wake up, however, and his wounds will get infected if they are not properly treated.
-----
Friedrich[3] You gather up some guards and workers and set them to work on making holdings cells for you in the dungeon. Inexperienced and without a guide, they simply make some simply oak doors with basic locks on the outside and use them to block off a few rooms.
You select a room to become your center of operations, but lack most of the necessary objects to give it any furniture. You send several orders to the blacksmiths and carpenters to make you operating tables, torch holders, beds, and other necessities for this room as well as the sickbay. This will take some time.
[6] You make the rounds in town and buy several bandages and the necessary stuff to make ointments.
The castle now has access to basic medical supplies. This is somewhat expensive, however. You will not be able to buy large quantities of supplies whenever you need them.
[/] A visit at the library shows a few books which make some side comments about healing, but they are not remotely educative or interesting for a man of your status. The priest who organized it never saw the need to collect such things - or perhaps medical books simply never came to the town.
-----
Davian & Geldryn[2] The Smith does not answer when Geldryn calls for a blessing - again. Perhaps a previous action of a paladin has angered him today, for a few of you have been having trouble.
The two of you sweep the crevices from which the creatures attacked. You find a few rooms, all empty, and determine that there is no further threat here. All the same, you sweep the rest of the caverns with your troops, finding no one daring to stop you. In a cavern, you find the Loremaster along with perhaps a score of very confused and very scared peasants. They give scrambled stories of having remained in one of the hamlets after troops came to evacuate them, and some time later they woke up in the cave along with the elf. They have no memory of the exact time a spell was cast, but there must have been one, for they were at their homes earlier in the day.
You also find some food stores, a pit which was used for refuse going from its smell, and a room containing a few bookshelves. These shelves are almost completely empty - you find only six volumes in the entire system of caverns. A quick glance through leads Geldryn to the conclusion they contain heretical knowledge - [1+1] although he does not recognize the language they're written in, the examples provided in images all seem to be of magical rituals. You choose to keep this from the troops for now until you decide what to do with them.
-----
Faran((Please give orders in a summarized, bolded fashion at all times.))
You leave the guards confused when you mention a blacksmith who has gone missing, and they are left unsure of what to do. They choose to obey Friedrich's orders rather than yours. You go to visit the blacksmith (who resides in the castle and is employed by the Inquisition) by yourself, and he gives you the sword you had asked for.
You have gained a longsword.[5] You make good progress while reading the engineering books, feeling like a few more days spent like this should lead to a fairly complete basic understanding of the subject.
Arkran seems confused when you tell him to build a shrine, and tells you that he will need time to make some plans. He does start working on them, [5+1] drawing up at an astonishing speed the necessary drawings for him to get to work on building one. However, this means he does not lead the workers while they are repairing the castle, and they make less progress.
-----
RenacidoRenacido ventures into one of the branching caverns and, there, he triggers one last trap planted by the sorcerers. It is ruthlessly effective: a bolt of energy coming from the end of the hallway strikes him clean in the torso as he was turning around, burning through his plate armor and into his chest. By the time others rush to aid him, he is dead. Shock spreads amongst the soldiers to see one of the Inquisitors fall to such a pointless death, but they carry on.
((TCM has backed out of the game. His character has been forcibly retired.))
-----
OsciaYou spend this turn resting, careful not to injure your legs further. No one makes any attempt to heal you.
-----
Turn's events: [5-2] Despite the engineer not being present to oversee them and Friedrich taking away a few of them, the workers make good progress on the castle. Perhaps they've learned enough that they can be trusted to work on their own? Castle repairs are at 40%.