((Whoops. Well, I'll assume you plan to join him unless otherwise stated, but I'm not 100% sure.))
Reg Fenion's Condition: Perfect,
Sharpened WitItems: Rucksack-Lantern
-Firestarter
-Brewing Pot
Abilities: [2]
Brewer (+2/-1)
[1.5]
Herbalist (+1/-1)
Hmm, perhaps I could preform the task of vital importance, and find a worthy vessel for the adventure.
Look around for a salvage yard and try to fix a boat there if there is one.
[6] There is indeed a salvage yard, though located far downstream. It takes your precious legs
five minutes to walk there.
You find countless boat parts all in near pristine condition. Turbines, paddles, smokestacks, hulls, you name it. The problem... is that to assemble them you need a drydock. Such might be even more difficult to procure than a boat.
Eudes Reimont's Condition: PerfectItems: Shoulder-Bag-Portable Anvil
-Smithing Hammer
-
Charcoal Pot-Firewood x2
Abilities: Supernatural Smith
"And your spear apparently channels that?"
Can we not just steal a boat if we can't find or buy one?
The old man, backed into two different conversations, responds to both at once.
"Yes, I channel energy that makes us very powerful indeed. We could steal a boat at once. The question is if we could ge away with it in time."He looks on at the oncoming sunset.
"They do not know what lies beyond. They might chase us into the Farlands and attempt to go back, and by the time they see the mist it will be over for them. I do not wish to kill anyone once we enter the Farlands."
Can we not just steal a boat if we can't find or buy one?
"And your spear apparently channels that?"
The old man, backed into two different conversations, responds to both at once.
"Yes, I channel energy that makes us very powerful indeed. We could steal a boat at once. The question is if we could ge away with it in time."He looks on at the oncoming sunset.
"They do not know what lies beyond. They might chase us into the Farlands and attempt to go back, and by the time they see the mist it will be over for them. I do not wish to kill anyone once we enter the Farlands."Rob Blackfrost's Condition: PerfectItems: Hunting Bow (can inflict Pierce effects, needs ammo)
Light Spear (-1 to attack rolls, can inflict Pierce effects)
Hunting Bag-Emergency Ointment {numbing}
-Brass Binoculars
-A small, hand-drawn map
-Hunting arrows x13
Abilities: [1]
Fisher (+1/-1)
[1]
Hunter (+1/-1)
The guardsman looked over at Rob. "..Y'know I'm right here, yeah?" He looked back to the Agewalker, keeping an eye on the hunter. "I, might be able ta get ya' a boat, lemme go see." He strode off to go find somebody who would be willing to sell a boat! Then attempt to use his station as a guard to hopefully borrow the boat for their journey, on the promise it will be returned.
[6] You scrounge about the dockyards in search of a boat large enough to carry the lot of your party on a trip round the globe. Of course, there aren't very many boats which honestly fit the bill.
The most likely candidate is a now-nameless steamboat, an old paddleship once used to ferry the town's diplomates up and down the River for all sorts of missions. It has since been replaced by the 30-man ex-military cruiser
Blunder, which was recently acquired as part of a noble's will, left for the mayor's family.
The ship can be crewed with a minimum of four, one Captain to take the helm, two Firemen to keep the boilers running, and an Engineer to control the engine throttle. It has quarters for a maximum of ten and if a few are resettled with iceboxes, should be able to store supplies for a round trip.
The problem, however, is that the ship is in terrible condition. The hull is secure, but one of the boilers is ruptured and the steam motor has since rusted away. There is a scrapyard downstream which could hold parts, however, and you have a blacksmith in your group. Speaking of whom, he actually went east (downstream) a while ago.
Once repaired, all she will need is a name.
Sir John's Condition: PerfectItems: Tall Feathered HatAbilities: [1]
The Reluctant Guardsman (+1/-1)
Ceremonial Combatant