Cast mend/endless/touch/blast on any injured already at the place. Otherwise, see if I can locate any injured outside (in the opposite direction of legs).
[5] The healing spell succeeds in mending the one man in the basement. His wounds completely disappear, and are sealed with some kind of strange light that glows in the shape of a hand where you touched his wounds. It flares up whenever the man moves around or when his wounds are touched.
The spell caused you to gain
5 Entropy, in addition to your existing
4, so casting more spells will cost
1 additional Luck.
[4] Outside, you scout the perimeter of the Paladin's triage hut, looking for any clues an injured survivor might leave behind, such as blood. You do in fact smell blood, and trace it to a merchant's stand in a small marketplace set in a wide alley, further down the street. There are cages with dead chickens everywhere, and some appear to have been broken and the chicken bodies inside removed. In the city distance, you hear a very loud rooster crowing.
Rob Grey, AKA Spiderking50Luck: 2/12
Traits: Master of Tomes: You are able to find Words hidden in
any book, so long as you roll successfully
Master of Battle: If you change a character's physical status this turn, get +2 Luck. If you don't, lose 1 Luck.
---Verbs---
Grow (Luck: 1)
Mend (Luck: 2)
---Adjective---
Endless (Luck: 1)
---Locations---
on Touch (Luck: 0)
---Magnitudes---
Blast (Multiplier: 1)
Status:9 Entropy: Metal objects near you glow red-hot
Receive candle from Ray. Explore downstairs.
Take to some knives/stretchy gauze from the medical/torture tools. "For when I encounter a wounded survivor."
Go outside, walk towards smithy, away from view. Upgrade pry bar with knives wrapped to it in gauze to make bladed weapon with reach. [6]
Explore smithy, new weapon in one hand, candle in other. [Whatever Luck remaining]
(If upgrade fails, de-upgrade crowbar and use that as my primary weapon. If smithy is illuminated, use shotgun.)
[1] The nun gladly donates a couple of knives, but as it turns out she is running out of gauze, as she has already used it all on previous visitors. Instead of giving you the last roll, she asks if you could find any throughout the city. Unlikely, but what can you do.
(6) In the smithy, though, you find plenty of fuel left in the furnace, and you already have a hammer, so go figure. The one thing missing is an anvil, because some anvil-thief had stolen it before you got here. Instead you use the top of the furnace, slightly denting it, but getting what you wanted to accomplish done.
The bronze knives fuse easily onto the iron prybar. The result is a strange weapon that is basically a bladed morningstar. It won't hold together well due to the construction, but it's intimidating enough to be useful.
(1) ((You have 1 Luck left at this time))
You spend the rest of the time mumbling about the smithy looking for anything useful. Despite the furnace and fuel left in the shop, most of the scrap metal has been taken, so you find nothing of note.
Outside you hear a rooster crowing.
((Rather than restricting future upgrades to weapons I think I will allow you to choose whatever upgrades you want as "Features," such as serrated edges, pommel spikes, better reinforcement, etc))
Gained [6] Luck from crafting roll, [4] from exploring.Jasper Jones, AKA TomasqueLuck: 10/12
Traits: The Art of War: Once a turn, you can make a single allied attack Piercing lvl
3 (ignores any modifiers by worn armor or magic, up to
3), but not your own
The War Machine: +1 to upgrade rolls
The Gift of Silence: The NPC you are persuading gets a +1 to his die
Inventory: Hammer: Bears a heart glyph on the eye.
Bronze Knifebar: Will become damaged if it hits metal armor. (1 Luck + material needed to upgrade)
Double-Barreled Shotgun (loaded)
Morse Code Manual: It has unusual curved glyphs hidden in the spacing of the text, visible only at arm's reach.
Lit Candle
Dessicatus, curious, follows the source of the voice.
Your investigation reveals a a short, mostly balding man coming up over the slove. In the distance you see a formation of paladins, innumerable from this distance, clashing into a front of skeletal soldiers. The skeletons, in their charge, seem to be parting around three individuals inside their mass, all three being cloaked individuals wielding red-hot bars of iron and raising them to the sky.
[1] The bald man sees you and pulls out an iron rod from beneath his robe, and mutters some words you don't know in Ancient. He then slams the rod against the ground, causing himself to rise up on a hexagonal pillar of stone, towering five meters above the ground.
Desiccatus Morbid, AKA Cheesecake Luck: 6/12
Traits: Elusive: When an NPC has never seen you, his Alertness to you is reduced by 1
Creative: Performing an action using medical equipment gives +2 Luck
Reclusive: Actions targeting other people cost 2 Luck, unless *ahem* something else is speaking for you (money, a knife, etc.)
---Verbs---
Coerce (Luck: 2)
Isolate (Luck: 0)
Previous Spell (Luck: 1)
---Adjective---
---Locations---
Imbue (Luck: 0)
---Magnitudes---
Strike(Multiplier: 1) (subtract 2 from the final value)
Status:Burnt/Doused Bottom: A rather awkward injury. Dodging attacks will cost 1 Luck if it requires you to move your whole body
"As you wish."
Gives candle to Jasper.
"Brave soldiers," Begins talking to soldiers (I'll assign six luck to this action), "I impore you to arm me. In my time upon this earth a noble heart and strong arm have been raised in me. I do not falter and I can handle any weapon. Let me aid in the disposal of the fowl and ungoddy things that plague our lands."
Searches for things to upgrade mellowtovs with.
((Probably wouldn't take a gas lamp if its the only source of light for a room.))
EDIT: Hidden roll: (6) vs (6)
The captain steps out of the door and points in the vague direction of the bar you just came from.
"There. You hear our men fighting, do you not?"There are shouts and commands being issued, which echo among the ruins of the city.
"Six necromancers lay claim to this city. The Scarlet Inquisition would not grant them access, so they raised an army to fight for them. Those skeletons came from real people in this land, their souls enslaved to serve their new and unforgiving masters."He closes the door to keep the cold outside.
"Unfortunately the Paladins do not accept assistance from neiter mercenaries nor foreign armies. Our men pride themselves in their tactics and discipline, and to receive their training you must enlist in the Scarlet Inquisition to learn for six months.
But! There is room to help in other ways. My squad has only recently completed training, and lacks combat experience. We serve here instead, tending to those who are injured. Such acts require no training. You may help us recover the wounded after the battle passes."From the stairs below, a man with glowing handprints on his arms and legs climbs up, wearing nothing but a towel. He addresses the captain.
"Captain! The one in the robes healed my wounds. Is he still present?"
The captain shakes his head. The robed one was Rob, who walked out a few moments ago.
[5] You find bottles of oil poking out of the Paladin's bags on the kitchen table. There are rags and clothes inside said bags. You'll have to ask them first though.
Gained [4] luck from conversation, gained +1 Luck from Princely WisdomRaioyris Carolean, AKA WunderkatzeLuck: 5/12
Traits: Princely Wisdom: Gain 1 Luck at the end of each turn if you have less than 6 Luck
Prodigial Son: Each item you buy or sell costs 1 Luck
Inventory: Estoc: Sharp and good for stabbing, but lacks a cutting edge.
Mellowtov x4: Does not deal damage, but can ignite flammables. Can be upgraded for free with a 'fuel' item.
"Greetings Madame." Varl peers over at the desk. "I question why there are torture implements in the same room they treat the wounded."
Grab a suitbly sized knife from the desk, and examine the torture implements further.
There are knives-a-plenty for everyone!
The nun answers.
"They are no torture implements. Then again, the tools of a doctor and a torturer are quite similar in this time and day..."She looks almost embarrassed. Quickly, she returns to her work. Rob walks over to the injured guy and mutters some words, causing the nun to look over and put on a rather surprised expression. The man is healed, but has glowing hand-marks left on him. Rob leaves right away, while the man leaves after some time.
The "torture" implements are simply tongs, saws, corkscrews, and pliers. The nun insists the corkscrews are used for uncapping bottles of medicine. If you wish to know what the pliers are for, consult Sir Robin upstairs, for he is a dentist.
Varl Kantor, AKA HighEndNoobLuck: 5/12
Traits: xDreadcloakx: -1 Luck cost per turn for staying hidden
xDarkbladex: All stealth attack targets (including Cautious ones) roll a 1 for defense
xJokerx: Lose 2 Luck whenever you are attacked
xSinisterx: Bartering NPC's get a +1 to their dice rolls
Implements: Bronze Knife (1 Luck + material needed to upgrade)
The players near the doctor's office and smithy hear a faint rumbling in the direction of the tavern.