Mete - anyway, my action this turn is to search for some armor. Perferably something soft like leather or padded. In multiple pieces, boots/gloves/leggings/chest maybe even a belt or pauldrons. (14, 7) A long search through the depot reveals that most of the armor pieces went missing or already got taken, and what's still there is still there because it hadn't served it's first owner well. You gather a leather shoulder pad, a leather cap that has a large hole in it, three servicable belts (without belt buckles) and two old leather sheaths, because you see them becoming useful at some point. You don't like the rummage sale reject look you now have, but it's all that you could find.
Thanks to your skillful searching, you now have acquired the skill Basic Searching.
Frizes - Go into the storage silently and get a towel,any amounts of daggers, waterskin with water. and if i find some daggers kill the guard and get his stuff 2 (11, 12) You find an exceptionally dirty rag that probably was a towel at some point, a leaking waterskin - which you discard for a waterflask that still seems to be more or less okay, if empty, and four pointy, rusty pieces of metal. You consider killing the old quartermaster, but remember your deity wouldn't be pleased and decide to just frisk him, a plan which you discard very quickly when you smell him.
Karmana - Continue moving onwards (7, 9) You manage to get lost in the forest. At least you arrive at a clearing.
Dwayne - See where my work in progress barrel has gotten off to. (11, 12) It's still there in the corner. You think that you have no time for working on it, so you simply load it in your wheelbarrow. You also take a bit of wood and put it in as well, but you can't find any metal whatsoever.
Drummond - I follow Mete through the back entrance into the supply depot and start looking for a walking stick (because you should always take one on long journeys), some armor (because you should always take one on dangerous journeys) and a towel (because you should always take one on any journey) (9, 6) As you enter the building you stumble over the step and fall on your face. Now your face hurts, and the snoring seems to be lighter.
Jurrvys - Look for a REAL mallet to replace my fake one. I need a weapon, after all. (14, 10) You go to look a bit more in the second hand store - and then it strikes you to go to the courthouse and steal the judge's small wooden mallet. You succeed in doing so.
It might be worthless in combat, but it is useful for HILARIOUS ANTICS.
ORDER IN THE COURT.
I SAID, ORDER IN THE COURT.
Roth - Search for a needle and thread, and a wagon.(12, 11) You continue to the next clothier's and make off with a needle, some thread and a bolt of cloth. You then go to the river, wash the tanning tub throughly and place your stuff in it.
You then look for a wagon, but there is none to be found. Maybe you should try at the stables, instead?
Verlaine - Find a piece of wood or metal to use as a club. Then join up with the others.(12, 10)
The piece of wood is easy to find, there's even a nail still in it.
You then go in front of the supply depot door, and wait.
Statuses
Status: Fine.
Equipment: Peasant clothes. Rags covering everything apart from the eyes,
holey leather cap,
leather shoulder pad.
Inventory:
Somewhat rusty sword,
blunted scimitar, three belts.
Skills:
Basic Swordsmanship,
Basic Searching.
Mental Disorder: Sun phobia.
God: Rashiki, a feline cat goddess who is a deity of the desert sands.
Location: Supply depot
Status: Fine.
Equipment: Peasant clothes. With a hood.
Inventory: 1 copper coin, empty waterflask, exceptionally dirty towel, 4 "daggers".
Skills:
Basic Thievery.
Mental Disorder: Kleptomanic.
God: Gyutok, black deity of shadows and night.
Location: Supply depot
Status: Fine.
Equipment: Peasant clothes.
Inventory: Nothing.
Skills:
Basic Herbalism.
Mental Disorder:
Chronic, lightish depression.
God: Tzynchian, God associated with change, trickery and volatility of life, shoehorned into Chaotic Evil.
Location: Clearing
Status: Pushing wheelbarrow with barrel and wood in it.
Equipment: Peasant clothes. Leather apron. Small metal ring.
Inventory:
Mallet.
Skills:
Basic Carpentry.
Mental Disorder: OCD.
God: Ekape, diety of wisdom, serenity, order, flexibility and cheese eating surrender monkies.
Location: Dwayne's workshop
Status: Face hurt.
Equipment: Peasant clothes. Small smithing hammer.
Inventory: Firebasket, compilation of 'yo momma' jokes.
Skills:
Basic Metalsmithing.
Mental Disorder: Attachment to Firebasket.
God: Gorbad, god associated with home, hearth, fire and safety.
Location: Supply depot, back door
Status: Fine.
Equipment: Peasant clothes. Jester cap.
Inventory: Squeaky rubber mallet,
waterskin,
another waterskin, judge's mallet.
Skills:
Basic Entertainment.
Mental Disorder: Scizophrenia.
God: Lunisa, God of Light and True Seeing. When disciples complete the wishes of Lunisa, she gives them blindness.
Location: In front of courthouse
Status: Fine.
Equipment: Peasant clothes. Snake hair ornament.
Inventory: Smelly tanning tub, containing: Knife,
saw, 8 copper coins, 5 stacks of leather, 1 clothier's needle, thread, 1 bolt of cloth.
Skills:
Basic Carpentry.
Mental Disorder: Claustrophobia.
God: Jikarr, God of Life and Sun. She is often represented as a serpent coiled around a tree.
Location: The roads.
Status: Fine.
Equipment: Peasant clothes,
club with nail.
Inventory: Giggles the demon doll.
Skills:
Basic Jewelmaking.
Mental Disorder: Bipolarity. Hears voices.
God:
Perpentach, god of the carnival and gleeful random evilness.
Location: In front of supply depot