Egan_BW
You leave the tavern in a huff, leaving the crusader behind. The nerve of that man! You march straight for the smith, keen on getting some better chains. Chains seem to keep the beast down, somehow, though it's more what they stand for than any actual retrictions. You're completely free in moving around, after all, despite being covered in all manner of chains. It took some doing to get these flimsy things...
The smith looks content with something, and is just laying back in a chair when you enter. He raises an eyebrow, looking at you with a look that asks silent questions. You ask if he happens to have anything to improve your chains with, and he just nods in the direction of a collection of weapons and armor on the wall. Against the odds, some sturdier looking chains are just hanging on the wall... You ask if he needs payment, and he just nods no.
Not much of a talker, is he?
You take the chains, abandoning the old, rusted chains for some slightly thicker and certainly a lot cleaner ones. With some practiced and difficult movements, you unlock the chains with your key. The locks will be re-used, but they should remain more than sturdy enough. As you are "redressing" yourself, you also ask if you could perhaps get a small dagger of sorts, for emergencies. For that one, he points to a sign behind him.
"Daggers are 100 gold each."
You... don't have that money on you. Damn.
(+1 wound maximum!)
DolosusDoleus
When you enter the smithy, you see your companion in chains in the corner, grumbling to herself about something. You ask if your armor could be fixed up a bit, which causes the old smith to rise out of his chair. He takes one look at you, and then nods yes. You quickly remove the straps of your chestplate, causing the old dented metal to fall to the ground. You make some distance, trying to ignore the air that seems to gust right through your bandages. You still have some fresher wounds there, and just enough feeling for it to be uncomfortable. The smith is incredibly quick as he starts hammering the plate back into shape. The dents are removed, the armor is polished, and he even repairs the leather straps with a quickness that makes you suspect supernatural powers. Still, it mostly just looks like practice, and very available tools. How does he do it?
In what feels like mere minutes, you get your armor back, notably better. No big overhaul or anything, but it sure looks a sight better! (+1 wound maximum!)
omada
Buying a small flagon of whiskey and some extra food went easy enough. Good thing you already had a decent talk with the heir, and made a visit to the treasury. Some extra supplies never hurt...
(Tools and skills gained:
Swig of the good stuff (allow you to remove stress)
Extra Rations X2)
RAM
Following omada's lead, after he came in to buy some food, you try to sell a trinket in exchange for a food ration, but the barman refuses. He doesn't want to deal with things he doesn't know the value of, and he does not trust the word of somebody that he knows he probably shouldn't get to know. Too green behind the ears.
Prick...
Fortunately, though, he WAS willing to share some old bags. You fill up your supply of bags, which you apparently lost on the way here. What proper antiquarian doesn't have room for their stuff? Silly thought, really.
Ability gained: You can carry twice as much trinkets, but only if they are only valuable when selling.
You all meet up with Ambrosius, having done your last few preparations. The man is writing something down, though he's using some old statue to work on. He's clearly disorganized at the moment. You can't quite tell what kind of statue it is, though it looks to be of a man. It's ruined, whether by time or malicious intent is unclear. Ambrosius speaks first. (His dialogue is tilted because the leper has the same speech colouring)
The ruins, then? Good. A good choice for a first excursion. Make it out, and you're officially part of the roster. On that note, write your names here, and choose your torchbearer.
Our what-now?
Torchbearer. I send out one of the more experienced recruits with them to carry the torch and report back. Monsters don't touch anybody wielding a torch, even if its doused, but the second they do anything the shadows themselves take them. They'll be giving you advice, perhaps carry some supplies... Did you happen to make a friend?
No. They didn't. A voice says from behind the party. Damn that bounty hunter can be silent!
Reynauld and Dismas are out, the arbalest is still getting drunk, and I noted that the shieldbearer was warning me about a certain sneakthief. He says, glancing at the grave robber in the group. The Vestal and Flagellant refuse to work with anything "unholy". Sindris is famous for his hatred of other abominations... And I don't know where the rest are, but considering none of these people here mentioned them, I'm assuming they didn't visit the church.
Who the hell goes to a place of silence and dust for companions!? Was that even an option?
It was. I'm all you've got left. Shouldn't have played with heads, or flaunted your condition.
...Wonderful. Thank you, Alibert. Well, we'll get some final supplies, then you can be on your way. You remember the way, Alibert?
The caretaker looks positively maniacal as he stands behind the counter, his wares behind him.
The heir buys 8 packs of food for the party, enough for two servings. He also buys around eight packs of torch supplies, rags and fuel for the sconch.
There's money left over for two additional things. Choose wisely!
Antivenom (cures poison)
Bandages (stops bleeding)
Laudanum (stops persistent stress effects, removes a bit of stress on its own)
Shovel (clears blockages that might be harmful otherwise)
Dog treats (pleases dogs)
Medicinal herbs (cures debuffs)
Skeleton key (opens up any and all locks, but is extremely fragile)
The Blood (Soothes the gnawing thirst. NEVER to be used without existing infection)
Dagger (it stabs things.)
EDITS: Fuck me, what the fuck was I doing? Changed the typo and marking the leper as RAM for some reason.