The woman blushes at the grave robber's compliment, and looks quite relieved when the androgenous figure tells her that she will get her home safe. Of course, her smile dies when the bandaged hulk of a man proclaims his distrust, and intent to cut her in half if she were to betray them. The woman in the chains is quick to defend her, at least. A bit more terse than that nice lady, yes, but most of these people don't exactly look like proud knights. Closer to mercenaries.
I understand, good sers. I will stay in the back and... not get in your way. She awkwardly scratches her arm a bit, not sure if she should move to the bounty hunter or not as the two figures argue. The grave robber is asking a question to the bounty hunter, too, so she just stands right in front of that horrible torture device. How long did she spend in there? Hours? Days?
She does feel awful thirsty. But if they can just get out of here, she'll be fine. It's nothing she can't handle, she was brought up to be graceful under pressure.
Suddenly, some eastern woman covered in trinkets, to the point that she sounds like a sack of bells as she walks, start accosting her with questions and starts touching her somewhat inappropriately. Two fingers against her neck were the first thing, her hand stopping her from pulling away. She has oddly warm hands, must be all the layers she's wearing.
Pulse normal... please sigh? she says, keeping her face in front of her. She takes a deep breath as she does so, a little too confused to ask what she is even doing. Fortunately, she seems to explain herself. It's a medical check-up, essentially. Then she cuts off a lock of hair and throws it into the torch of the bounty hunter, who stands there stoically. The strong smell of burnt hair comes along, and then a mirror is plopped in her face.
She looks GHASTLY, her make-up is all undone and she looks tired. She seems pleased, though. Then she checks her ears, tells her to lie about something...
Finally, she takes a bottle out of the pack, and covers a brush in a bit of holy water, of all things. She rubs it on her hands, and when it doesn't do anything she seems satisfied.
That'll do. You seem normal in every which way. If you feel anything strange, or as if you have to act on something: TELL US. There's no telling what this place might do to you. That's ominous
With that out of the way, the woman attaches herself to the bounty hunter, who quickly clasps her hand to keep her close. Gruff as he is, he's instantly invested in her well-being.
There is only one way forward. Things seem looted enough, the antiquarian content to continue looking for undead related to torture implements. She doesn't find anything of the sort, but she does find a few notes on something called a bonethief. A creature than enters a human body and controls it completely an utterly, leaving the mind of the victim in the back, looking at the horror it inflicts. Fortunately, they are very easy to spot. They are pale, have stiff movement, and have an almost impossible to hide hatred of anything that is not part of their "alignment".
No added information on that alignment business...
The woman isn't infested by a bonethief, that's clear enough. The running make-up revealed some very rosy cheeks through the powdering, not to mention she mentions too much of her past. Still, those things learn, and soon enough...
They might be in the hamlet already, biding their time
There is only one door here, other than the one you came through. The bounty hunter explains that leaving out THAT door causes this part of the dungeon to lock up, and it turns the area into a real breeding ground as it doesn't let in anything else. Not to mention, there are consequences to admitting defeat...
He also explains that all loot is to be gives to the general treasury, and that the mercenaries are given "allowances". The more and better they do, the more they can take. The basic payout per expedition is around a thousand, and if the heir decides you need some time off, you get some extra gold as well. Easy enough...
The hallway is quiet. Eerily so. You swaer you heard something slam against a cage of sorts, but there was nothing around...
The torch is growing a little dim. You should choose whether or not you'll light it, and if you'll take advantage of the silence to take a good look around the room.
StatsGrave 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: 5/75
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 20/100
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: 15/100
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) (a sprinkling really isn't enough to spend an entire bottle)
One damsel.
Note that a full pack may attract... unwanted attention.