Mete - Then, one more turn of searching, this time I'm looking for supplies in the supply depot. Food rations, water, potions and the like. (9+1, 9) You don't find anything of note in terms of rations, most of it already has been taken by the others. You find some questionable balms, though - one half-empty bowl of muscle relaxation balm, one flask of lubricant and a package of Jolly Sailor tobacco. You take it nonetheless.
Frizes - Steal the weapon of the quartermaster and knock him out with the metal pieces (11+1, 6) As you carefully approach the quartermaster again one of the floorboards gives way beneath you! The quartermaster seems to wake up, so you leap to him quickly and knock him out with a well-aimed punch to the head. It's messy and probably won't work for long, and you will have a bit of trouble on your hands if he wakes up, but it should give you enough time to gtfo.
Karmana - ONWAAAAAAAARDS! (14, 14) You find a dead wanderer at the edge of the clearing. Seems he ate a bad mushroom, the shroom is still in his hand, half-eaten. You frisk his belongings and find a map of the region. You also take his boots, three silver and six copper pieces, and the piece of mushroom, you never know when highly potent poison is gonna come in handy. Using the map, you navigate back to the road. If it deserves to be called a road.
Dwayne - Use the lid of the barrel as a shield, and attempt to revamp the body of the barrel into a breastplate. (13+2, 16) You feel bad tearing up your magnificient work. Nevertheless, you work on salvaging it as armor.
You made good progress as suddenly an old barrel bursts through the roof and pops, revealing an old stash of metal rings you nearly forgot about, as well as a handsaw. Using the new tools at your disposal, you make yourself a good barrel armor with matching metal-lined shield. You adorn it with a spike for spikeness purposes.
The barrel armor is +2 versus piercing and +1 versus slashing and blunt damage for the area between armpits and the bottom of your rear end. The shield gives +1 to your dodge roll, provided you manage to parry with it.
Drummond - get up, cursing quietly, then proceed to search the depot (12, 12) You get up and try to find some more metal for whatever purposes. You succeed in finding a decent amount of metal, enough to fill your firebasket to about a third, give or take a tenth. Most of it is very low quality iron.
Jurrvys - Looook for a fishing pole. (13, 9) You think about where to find a fishing pole and conclude it might be most possible to find one at the river. You also find a fisherman's shack there, but it is abandoned like so much else. You find a decent pole and a rusted metal hook in the mess that is the shack.
Roth - Head to the stables to look for a wagon and some horses. Once there, sew a leather breastplate using the needle and thread.(7, 8 ) The stables appear to be mostly deserted. There's an old cart there, but it won't do you any good without someone pulling it.
You then start to work on your armor when it dawns you that you have no idea how to sew or to make armor in general, and that you'd rather be outside.
Verlaine - Swing nailboard around wildly.(12, 8 ) You swing it around, gaining a feeling how your board works, when you catch a splinter and have to remove it.
------
Dawn is going to break soon. You should probably pack up now to get out of town by daybreak.
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, bowl of muscle relaxing balm, flask of lubricant, package of Jolly Sailor tobacco.
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: Leg's slightly hurt. Fine otherwise.
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,
hiker's boots, half-eaten poison mushroom, local map, three silver, six copper.
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 wood and metal rings in it.
Equipment: Peasant clothes,
barrel armor,
spiked barrel shield, leather apron, small metal ring.
Inventory:
Mallet, handsaw.
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, small pile of rusty metal.
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, fishing pole, metal hook.
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: Outside the stables.
Status: Finger's slightly hurt.
Equipment: Peasant clothes,
nailboard.
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