Look for enemy reinforcements out the window.
And Kilikan, I need a medic.
Also, just how bad are these bandits? Are they evil, or what. Should I feel bad about killing them?
4: You look out the window, but only see the bandit on the ground. There doesn't appear to be any more of them.
While handing over the plans, suggest the creation of an underground system of tunnels linked to the barracks (as a future plan) — it would allow the city guard to quickly get from one point in the city to another, all without being seen.
It could also serve as a refuge for the civilians, should the city ever fall under attack.
6: You consult the captain of the guard with the plans, then talk about the basement floor. He seems rather impressed with the design, and you suggest the system of tunnels, explaining all the uses they would have. As soon as he hears about the tunnels, he looks up, eying you suspiciously. He hands over your payment of 10 silver pieces and grumbles "I've got my eye on you...
Item: 10 Silver
-1 to stealth rolls in the city. Maybe it's best that I didn't try to force some rookie to heal my that turn. Pity about the rune though, would have been great in a trap.
I grab my arm, and go find somebody who will heal me for 50 coins or less.
Luck 4: The pain alleviates to a dull ache.
4: You meander on over to the clinic, were a young adept takes your name and seats you in the back room. After a while, a healer comes in and looks at your arm. Rather jokingly, he asks "Another magical accident? What happened, blow your arm off with an alchemy experiment?" once he starts examining your arm though, his expression becomes much more serious. "This... this is bad. What on earth were you doing?!? This arm is cursed! I'm afraid this is beyond my power to heal... Perhaps you should consult the Temple."
New Magic School discovered: Healing!(Seriously, it took you guys this long to find it? Next time I have to make 1s much more evil I guess)
I'll bandage up Chris, then continue to follow him.
2: You take some more bandages out of your survival kit, but only manage to make a tangled mess!
Venture into the Unknown and Learn Ice Magic
3: You close your eyes, and try to learn how to separate heat from matter. Unfortunately, you don't manage to accomplish anything...
----------------------------------
Di' Ako
Inventory:
Worn Iron Greatsword
Amulet of Clarity
Burnt Worn Leather Tunic
Worn Leather Pants
Worn Leather Boots
Beginner's Guide to the Elements
Survival Kit
60 Copper Coins
Skills:
4/10 Greatsword User
0/10 Persuader
0/10 Negotiator
5/10 Elementalist
2/4 Novice Medic
2/4 Novice Appraiser
1/4 Novice Persuader
0/4 Novice Ambusher
Spells:
Terra Strike
Strength: 22
Vitality: 22
Agility: 24
Inteligence: 23
Willpower: 19(22)
Charisma: 20
Appearance: 24
Amulet of Clarity: +3 Willpower
Nirur Torir
Inventory:
Exceptional Steel Rapier
Wooden Club of Swiftness(+1 to Attack Priority)
Cloth Tunic
Cloth Pants
Leather Shoes
Cloth Pouch
50 Copper Coins
Skills:
0/10 Organizer
0/10 Record Keeper
6/20 Competent Runecrafter
2/4 Novice Scholar
1/4 Novice Blacksmith
0/4 Novice Alchemist
Spells:
Rune of Agility
Rune of Energy
Rune of Finesse
Rune of Flames
Rune of Combustion
Abilities:
Rune Link
Strength: 23
Vitality: 23
Agility: 19
Inteligence: 25
Willpower: 25
Charisma: 22
Appearance: 18
Left Arm: Missing
Z. Chris
Inventory:
Steel Axe
Leather Tunic
Leather Pants
Leather Boots
Leather Backpack
3 Rations
Waterskin(2/3 Full)
Fairy
Skills:
2/10 Axe User
0/10 Wrestler
0/10 Armor User
0/4 Novice Plant Gatherer
2/4 Novice Brawler
0/4 Novice Ambusher
0/4 Novice Medic
0/4 Novice Chef
0/4 Novice Intimidator
Magic:
None
Strength: 28
Vitality: 24
Agility: 20
Inteligence: 21
Willpower: 19
Charisma: 19
Appearance: 21
Left Shoulder: Wounded(-1 to actions using left arm), Bleeding.
Lawrence Godred
Inventory:
Rusty Iron Knife
Cloth Tunic
Cloth Pants
Well-Crafted Black Cloak
Leather Shoes
Legendary Castle Plans
10 Silver Coins
40 Copper Coins
Skills
2/20 Competent Mechanic
0/20 Competent Medic
2/20 Competent Architect
0/10 Carpenter
2/4 Novice Comedian
2/4 Novice Persuader
0/4 Novice Siege Engineer
Magic:
None
Strength: 23
Vitality: 23
Agility: 22
Inteligence: 26
Willpower: 23
Charisma: 17
Appearance: 18
Ragnok
Inventory:
Silk Robe
Silk Slacks
Leather Shoes
Skills:
28/30 Skilled Philosopher
2/20 Competent Scholar
0/20 Competent Elementalist
Magic:
Gale
Aqua Jet
Tremor
Abilities:
Accession
Strength: 20
Vitality: 22
Agility: 20
Inteligence: 27
Willpower: 20
Charisma: 20
Appearance: 19