((One would wonder what Alanna's stats are. They will be quite relevant when she gets stabbed.))
Well, damn it! Stay safely away from Bill, but follow him once he leaves. At a safe distance! And make sure there's nobody following me, either. If there is anyone, hide and let them pass.
Name:syv
Backstory: Wouldn't fly even if he could
HP: 6
STR: 14
DEX: 8
INT: 14
Wizard Level: 0
Affinity: FLESH
Inventory:
Tire Iron (d6 melee weapon)
Cobbled together pistol (d6 ranged weapon) [6/6]
12 bullets
1 silver coin, 30 copper coins
You scrunch down in the corner, staying as far away from bill as possible while still being able to see him. The shop keeper cranes his neck and peaks around Bill's shoulder, inspecting you with a raised eyebrow. You make various plaintive gestures, waving your hands and shaking your head, trying to physically shove his moist, prying, poking, invasive stare off you. After a few seconds he raises both eyebrows and shrugs almost imperatively before leaning back and looking away. Bill seems to continue his very positive trend of ignoring your existence.
You wonder, deep down, as you wait for Bill to finish, why exactly you signed up for this. Being a man of impressive skittishness and hate of danger, taking a job as a hunter of the most dangerous individuals in the world seems...well it seems ill-advised. Now, Haberdasher, Thats a job for you.
((PW, the sabre is d8, right? Just need to know so I can put it on my sheet right. Also, how would dual wielding work?))
"A magic weapon to kill a mage. Poetic justice, I suppose. Or incredibly foolish and dangerous to my survival. I guess I'll just have to find out. Thank you, Clive. I'll bring it back when we return." Bill says before walking outside to the others.
"Alright, any of you got anything else to take care of? Of not, let's go find the other guy and a place to sleep. We'll probably need to leave early. Or we could leave late and try to attack at night. We'd probably be at just as much of a disadvantage as the bandits fighting in the dark though, and at more of a disadvantage if that wizard can see in the dark."
Wait for the others to get stuff done if they need to, then go find Marcus.
Name: Bill
Backstory: Since the day he was born, Bill was raised to do one thing. He was meant to take over his father's butcher shop. When that didn't pan out (because a wizard blew it up), he turned to wizard hunting.
HP: 6
Strength: 8 14
Dexterity: 12 16
Mind: 18
Wizard level: 0
Affinity: Metal
Inventory d4: 4
Equipment 1: [6][9] A small lead bar
Equipment 2: [2][14] Meat cleaver (d6)
Equipment 3: [5][11] Standard Armor
Equipment 4: [6][20] Grimoire
Equipment 5: Magical Sabre of Cold (d8?)(Loaned)
Money: [1][1] None
Quirk: [1] Nope
(it's actually a d6 base with d4 cold damage, if applicable. Ie if the enemy can be reasonably harmed by cold. effectively acts like a d10, with some exceptions.)
You carefully place the weapon back in its coat scabbard, making a mental note to get a better, more proper scabbard if you can. You ask for, and clive provides, a few extra leather strips with which to fasten the thing to your belt. It looks quite silly and slip-shod but it functions and that's really all that matters in the end. A sword isn't about looking fancy, it's about applying force to a very small area and disrupting a man's internal plumbing to the point that he becomes room temperature. Or perhaps much colder, in this case. You thank clive one more time and then head out onto the pathway outside where two of your mates have gathered.
"I'm all set, so lets go."
Head out with bill, paying no attention to Bill's psychosis
Strength: 15
Dex: 14
Mind: 10
HP: 1
Element: Sword
Collapsable Pole
Unlit Torch
Nothing
de-stringed Guitar
Guitar strings
Soldier's Weapon (really big sword)
Standard Armor
Unreasonable Acid
No quirk.
You and Bill are about to head out when Gordon suddenly leaps up and tells you to hold on for a moment and runs into the shop. You sigh and then spend the next several minutes telling Bill about the lay of the land, the forest and the various difficulties of guarding the caravan or hunting the bandits. You also point out the odd lack of wildlife and the overall eerie silence of the place.
"Ahh, nothing like a spooky music box to soothe the soul."
Actually, ask Clive if he has any music disks that would work with this music box. Follow along with whoever looks like they have an actual plan, but if anyone tries to physically drag me, crowbar.
Backstory: Nobody's quite sure where he came from, or who he is, but one thing is certain: he's not 100% sane. Also; not 100% harmless. More like 14%.
HP: 2
Strength: 11
Dexterity: 17
Mind: 10
Wizard Level: 0
Affinity: Shotgun
Inventory:
Double barrel shotgun (d8) (2/8)
Crowbar
Music Box
0 silver
You run into the shop and up to the counter, the music box still chiming away in your outstretched hands.
"Hey! HEY!" you shout at Clive, who is already paying attention to you before you start speaking, "You got any disks like this one here?"
Clive walks back to the counter and looks down into the box, adjusting his spectacles and squinting. He stares at it for a few seconds, then straightens up and glances at the ceiling for a moment before wagging one finger and walking back to dig among the boxes.
"I'd wondered what it was, got it in a box of scavenge years ago." He says as he shifts through goods. "Ah!" He returns, holding another silver disk very carefully with both hands. He sets it on the counter. "15 copper seems a fair price for such a thing, I think."
You pick it up and, after a bit of trial and error, figure out how to remove the old disk and put the new one in. The song it plays is
this.
"Marcus is very grateful! Come along Alanna, we must aquire cart and inform the others. To food and glory!"
Aquire cart. Aquire teammates. if that means physically dragging them all into one location, so be it.
Wait how old even is she.
*rolls 1d6+10*
she sixteen yo.
(Do me a favor and roll up stats for your daughter with the Fodder template. )
You thank the mayor and take both the note and your daughter and head for the stables. You don't get far before you find your teammates, all standing around outside the shop you noted them at earlier. All except Gordon, who they say is inside the shop, getting something. You tell them that you have acquired a cart and crawler, as a loan, of course. You make a rather impassioned speech about going down to get them both, but the rest of the group, with the exception of that one that always hides in the back, says they want to first wait for Gordon and then probably stay the night. There's some muttering back and forth about exactly what to do; if it's better to go out at night or stay here and start in the morning or what. In any case, it means waiting at least a short while before you can get everyone down to get the cart. At least without attempting to put 4 people in a very complex series of headlocks and then rolling the entire struggling ball of mercenaries down the stairs, with you as part of it.