syv pauses for several seconds, looking between the crowd and the direction he came from. A low whine emits from him, right up until he realizes that Egan's action was ignored and nobody's chasing him. He releases shuddering sigh, then sits down
Welp, sit down right there then. Keep watch on that crowd though. Make sure they're not up to anything.
Name:syv
Backstory: Hopefully he's not gonna sneak up behind me and hit me over the head with a crowbar.
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 sit down on a stair that has a good view of the main gate. The gate is exactly the sort of thing you'd expect on a cathedral, a great big wooden double door with metal hinges. It's just several thousand times larger than normal. Around it, built into the walls and along the top, stretching all the way down to the floor, are a series of weights, pulleys, ropes and ratcheting wheels. The exact mechanisms of it all are beyond you, especially when viewed at this distance, but you can tell it's designed to open and close the door. There's a large group of people gathering round the ratcheting wheels down on the floor, and more are heading up scaffolds to operate mechanisms up on the top and sides of the door. Through the gate shuffles a tiny procession of carts loaded with what looks like scrap metal. The carts aren't pulled by crawlers or any beast, instead they're pushed and pulled by men, a good dozen to each cart. You venture a guess that these are the "Farmers" of this land, harvesting metal flora for sale. They're pulling the carts over to the lower district, into storehouses. You shift your weight on the metal stair, staying as close to the stone column that it embedded in as possible. There's no railings here, no connecting pieces between the stairs. It's just a spiraling line of metal slabs that have been embedded into this pillar. Tripping would probably be fatal, unless you got lucky enough to get a limb twisted up in the steps.
This is not a good place to sleep. Or sit. Or stay for any period of time, honestly.
Try to negotiate a free room by presenting the innkeeper with the idea that Beethro will be rich tomorrow (and can pay extra) or dead. If that fails, to the hayloft.
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.
As the rest of the team heads for the lower district and a night spent in the embrace of slightly damp straw and who knows what kind of magic addled insects, you decide to break off and see if you can talk the inn keeper into giving you a free room for the night. The inn isn't very far from the carthouse, so you quietly slip away as the rest of them are looking over the hayloft. The inn is a thin building, but two stories tall and painted a strange combo of eye-catching yellow with red designs and images of flower strings and wreaths. And thanks to a lack of direct sunlight, it still looks pretty vibrant, despite probably being one of the oldest structure in the town. Inside there's a small lobby area with tables and chairs, and a bar with visible kitchen behind it. To the left is a staircase leading up to the rooms. There are a few men in here already, locals by the look of it, relaxing with metal tankards of some kind of dark and syrupy local brew. They raise their gaze from the table top to stare at you as you enter, but none of them move an inch. After a few moments they look back down, returning to the contemplation of their drink or the scratches in the table.
The innkeeper is a young man, dressed slightly better than everyone else, and lacking their sun hardened skin. He locks his gaze on you as you enter and holds it until you approach him.
[5]
You approach him with a confident stride, one thumb cocked under your guild badge, lifting it off your shirt and pushing it towards his face.
"I'm here to rid you of your town of its wizard problem. But I'll need to stay here the night before I set off into the woods. I hope a community man like yourself would see the benefit in providing me with a room. After all, I'm sure your business suffers greatly from the lack of trade and caravans moving through here of late."
The innkeeper nods. "A beneficial trade, surely. I'll make you a bargain; I'll give you a night here free on the condition that, when you and your posse return to reap your rewards, you all spend one fully paid night here before you depart. It is, I believe, a reasonable bargain. Our beds are soft, our food is warm, our booze is strong; everything a traveler could want."
You don't say anything, but you shake his hand and nod your head. He smiles and hands over a large iron key.
"Third room. We have diner for a few hours still, should you want it."
"Very well. Marcus beds in hay tonight. Come Alanna, We must secure the pile!"
"Mmm."
Secure the hay pile!
To the stables. Find a nice hay pile to sleep on.
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 (d6) (d4 Cold) (Loaned)
Money: [1][1] None
Quirk: [1] Nope
Ain't nobody got that kind of money! Sleeping on hay it is then. Head on down the stairs to the stables.
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) (2/6)
Crowbar
Music Box + 2 music discs
10 copper
Gordon, Bill, Marcus and his daughter all head to the carthouse. The hayloft isn't much more than the roof of the building, with bales of hay piled up on it. But, seeing as the entire town is enclosed in a structure, there's no real reason to bother with a roof on a place like this. Hay doesn't care about cutting the noise of its neighbors or keeping its nighttime affairs secret from others, after all. The group sends a while gathering loose hay and piling it into crude beds. They aren't terrible as a place to sleep, surely there are worse, but it is sub-peasant level accommodations.
So we have a few people still wandering around or doing things; if you want to sleep and move on to tomorrow, do that as an action, otherwise I'm gonna assume you're just sitting around for the moment.