Previous -- NextThat's everyone! A few things to handle here:
Unlabeled observation roll: 6, Fail by succeeding!
Completely unlabeled, GM-is-rolling-mysteriously roll: 6, Fail by succeeding!
That was a close one, but it's clear that the battle-hardened exiles can overpower smaller numbers by now. No one seems to have been summoned by all the commotion, so the time is yours. Overseer kicks the corpse in the head a few times for good measure, carefully avoiding that robe.
John and Dustan want to prioritize healing, not knowing what's around the next bend, but Dwain sets immediately to examining the corpse. He likewise inspects with care; the robe sure seems to be harmless to its wearer, so it must be possible to handle safely, but he doesn't want any "incidents."
. . . Now what? Dwain starts ranting about the nature of the dead body, a lengthy and self-contradictory bunch of blather about similarity to and difference from ordinary humans, about common ancestors and divergent paths. So are hoarding wastrels the same as humans or not? Ugh, let's hope he's delirious from pain and gets over these fits sometime.I pick a person at random to start and then roll down the rest of the group with "leftover" healing. The healing gets weaker with each success, like the opposite of being attacked by a flock of monsters.
John's results table, healing:
1: Fail
2: Succeed weakly
3: Succeed
4: Succeed greatly
John's roll: 3, Succeed!
Healing roll (1d6+1): 3+1 = 4!
Dwain, HP: 6/12
Continuing to heal the next in random order:
1: Fail
2: Succeed weakly
3: Succeed weakly
4: Succeed
John's roll: 1, Fail!
(That was for Dustan)
John's roll: 3, Succeed weakly!
Healing roll (1d4-1): 4-1 = 3!
Alyssa Alpine, HP: 6/12
Continuing to heal the last two in random order:
1: Fail
2: Succeed weakly
3: Succeed weakly
4: Succeed weakly
John's roll: 4, Succeed weakly!
Healing roll (1d4-1): 1-1 = 0!
(That was for Overseer)
John's roll: 3, Succeed weakly!
Healing roll (1d4-1): 4-1 = 3!
John, HP: 14/18
John gets everyone's attention with one of the leathery balloon-skin-things that the residents of these caves call "packaged vitality." You pop it and the skin disintegrates to crinkled crusts, a burst of brown gas billowing out like vaporized healthstone! Which it probably is, quite literally.
Dwain tears himself away from his "inspections" to hog the vapors, but at least it seems to revitalize him, along with a couple others among the exiles. Is that a healthy color being restored to drained and damaged skin? Huh, magic.
Anyway, Alyssa Alpine goes to retrieve equipment and also the emptied vial. Hmm, glass:Vial (glass): weight 1 kg for several (1x)
--[Empty]
This is exactly the sort of thing that the alchemists from the Svarog family asked you to retrieve back in Rock Bottom. Now, where to get more? Well, there's the rest of the hoarding wastrel's possessions, and Dwain reports finding two more full vials in the backpack. The whole accounting is this:Mace (workstone): 2 kg
You add Succeed x2; blunt
Cultist hood (wall tiger leather): 1 kg
Avoid "missing helmet while underground" penalty
Damaged amnesiac robe (mindstone, brain mold leather): 4 kg
Everyone who could touch you adds Fail by succeeding (with paralysis)
Backpack (scaled turkey leather): 2 kg
Dagger (iron): 1 kg
Butcher animals; you avoid unarmed penalty; sharp
Vile vial (sparkstone, healthstone, glass): 2x 1 kg
Consume only in combat (or regret it), get random result
. . . Oh, and Dwain seems interested by this:Chisel and hammer (iron): 1 kg
Carve sculptures and engrave stone
. . . Okay, good. The packaged vitality turned out to be a vague healing cloud as I'd hoped it would be, and a total of 10 HP restored sounds reasonable.
GM note: I was unable to judge if I should have
Dustan (Dustan Hache) use
Alyssa Alpine (Rautherdir)'s last surface fabric bandages. The two weakest people are tied at 6 HP. If there's something you'd want to have done here,
Dustan, I'll give you extra in-game time to do that alongside whatever else in the next update.