RAMYou look through the book, trying to find anything that might just be of interest to you, or could be dangerous to the undead. It's not often one would find a sarcophagus filled with something, but here we are. You discover a note on a type of undead you have heard of before, but not in this shape. A ghoul. Mostly, these creatures are fairly small, if vicious little zombies, but the ones here are closer to stretched out abominations, capable of bringing madness with a sound, and the ability to tear somebody apart. At least they are fragile, compared to their size. Unfortunately, also intelligent. They even keep trophies.
But there's nothing on any kind of danger to the undead.
While the antiquarian reads through the book, frantic for yet more information, the grave robber does what she's known for. The chapel soon proves to be filled to the brim with useful items! You find two bottles of holy water, a valuable looking chalice, two rubies and a fat sack of gold, and even a little dagger with some diamonds studded in the hilt. It looks like one of those holy crosses, albeit with the llonger part removed and repurposed for daggerings. The balance is utter shit, and it's weight removes the usefulness of it being a dagger in the first place, but it feels enchanted. Holy, in some way. Maybe somebody else could use it better than you? You have much better knives at your disposal...
If nothing else, it'll sell. You also note your pack is completely full with all these items. You'll have to share if you find anything else. Or let them carry YOUR treasure, from another perspective.
Checking for traps also reveals nothing.
You also found a couple of things about enchanted items. An enchantment could literally be anything. It could vary from granting enhanced reflexes, to causing the person to change gender, or it might bind to them and provide a curse. The curse of greed is a common one, causes money to turn to dust in the person's hand. Other ones are the curse of nonsense, causing the person to lose the ability to speak sensibly. Or some worse ones. In these regions, one should be careful. Still, cursed items are rare, and very few are incurable. It might be worth the risk.
Meanwhile, the abomination and leper stand ready to open and kill, respectively. With the time taken to prepare the strike, the leper can't possibly miss (guaranteed action.). Scoffing about the existance of an iron maiden, the abomination opens the door.
To everybody's surprise, a woman starts screaming not to kill her. Without any kind of reason to do so, she seems normal enough, the leper does not swing. Because you're not stupid, however, you also tell her to stay where she is.
The woman, dressed in a very fancy-looking dress doesn't move much. A little, though, to get away from the spikes of the iron maiden. They look rusty, they must have seen some use. When you ask how this happened, she claims not to know a thing.
One moment I was sipping some wine with an older gentleman, the next I find myself in that damned... casket! I don't know how long it's been.The bountyhunter adds his two cents:
Sometimes, people just end up here. Kidnapped, or even teleported somehow. We had people carried to here that come from the eastern lands, of all places... Never seen a noblewoman before, though. If she sticks with me, she'll be as safe as I am, as long as she doesn't move a single muscle against those creatures. Please... I just want to go home. her makeup is running down her face as her tears soil the hard work. She's clearly terrified.
What do you do with this woman? StatsPersonal stats:
Grave RobberWounds: 0/2
Defence rolls : +1
Social skills: +1
weapons:
Throwing knife
Pickaxe
Steeltoed boots
Items: CAPACITY REACHED!
Lucky amulet
Magical ring (unknown effect) (currently not being worn)
Holy dagger (bonus against undead) (not currently in use)
300 gold
2 rubies
chalice
Skills
Swig of the good stuff (reduces stress)
remove bleeding/poison (guaranteed action)
LeperWounds: 0/5
Stress: 0/75
Weapon:
Executioner's Greatsword (Deals 4 wounds, only hits on 5)
Reinforced Armor (+1 Health)
Class Traits:
+Stress Damage
-Accuracy
Items:
Dismas's Head (+Damage, +Stress Damage)
75 gold
AntiquarianWounds 0/3
Stress 15/100
Weapon
Blunt kukri (one wound on success)
Flashpowder (decreases attack rolls by one)
Concealing smoke (+1 to def rolls)
Class traits
-1 on direct combat rolls
Can carry twice as much trinkets and baubles.
Items:
Tome of eternal Darkness (has an explanation of a lot of things.)
AbominationWounds: 0/4
Stress: 10/100
Weapon
Reinforced Chains (cause one wound on hit, can cause stunning. Also adds +1 health)
(Requires transforming)
Claws (Cause two wounds on hit, hits multiple targets up to three)
Horns (Cause two wounds and a stun.)
Class Traits
Transform!: You can transform into a hideous beast, affecting the minds of those around you. After the initial transformation, your own sanity begins to rot the longer you remain in beast form.
Wyrd Reconstruction: You can attempt to cast a healing spell. A failure will cause a wound, a success will heal one. Overshooting it will have dire consequences.
Items
N/A
Party Items8 torches
Skeleton Key
12 rations
Shovel
2 holy waters (buffs resistances)