Mete - Improve the quality/deadliness of my swords (15, 8 ) The best way to improve the deadly deadlyness of these things would be forging a new pair, but you could at least sharpen the edges. Unfortunately, even though you know the method, you lack a key ingredient, namely desert sand. Everything else could be arranged, and the blades done with that method are really damn sharp.
Frizes - Look at the surroundings and do something usefull! (9, 13) Blissfully mutually ignoring the man you just slashed you decide to practise your silly walks. Through a miracle, you do not get hurt.
Karmana - Continue onwards on my epic journey of getting infinite riches from Dice! (12, 14) Away from the shrubbery stands a gargantuan tree, like you would know it from myths or legends or stuff like that. Not that you would care for these things.
Suddenly, a clothed rabbit sprints in from the side, quickly glances at its pocketwatch and continues with double the speed, only to vanish in a rabbit hole.
You have a déja-vu experience.
Dwayne - Chase down Roth and beat the soldier to death. If my arm is too bad for crushing, I'll set the shield on his stomach and sit on it so as to drive the spikes into him. (10, 13) One charge later you are at Roth's who tries to loot the pockets of the poor man. You bullcharge Roth and pretend the soldier is a sandbag. One of these you hammer to vent your frustrations.
Drummond - Look harder for the stick! (12, 9) There is a stick - perhaps a suitable stick? - It would work, but you only accept THE PERFECT STICK! So you transform it into firewood.
Jurrvys - Close my eyes and continue down a path. (9, 12) You close your eyes, breathe deeply and walk a few steps. This all seems rather silly. Your thoughts drift off to your Fool's Guild instructor. He did not like it when people were silly. No, not at all. God, these punishments were ba-aaad... and you trip over a root.
The surroundings are different. It is an old forest, a very old forest, and a very familiar forest. This was your refuge, back in the Fool's Guild. You might be dreaming, but - that pain felt very, very real.
Roth - Loot the corpse!(13, 6) Okay. Most of these bastards have their sweet loot in
that pocket
whooshBOINKohgodthepain
Verlaine - Continue Improving Nailboard!(14, 9) Meh. You could add more spikes - but where is the fun in that? Nope. You need gems. Preciousss gems. And you think you remember where you stashed a bunch of them. Aha - it was... in the borderlands of the Iron Kingdom. (Consult the Mappe.)
---
Strychovsky concludes everyone in the group has a whole bunch of unsolved issues.
Statuses
Status: Ponderous.
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: Village edge
Status: In pain. Shocked. Right arm stunned. Walks sillily.
Equipment: Peasant clothes. With a hood.
Chainmail shirtInventory: 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: Village edge
Status: Probably descended from a leprechaun.
Equipment: Peasant clothes,
hiker's boots,
sharp dagger,
concealable crossbow,
long cloak.
Inventory: Half-eaten poison mushroom, local map, three silver, six copper, Royal Seal of the Iron Kingdom, three documents.
Skills:
Basic Herbalism.
Mental Disorder:
Chronic, lightish depression.
God: Tzynchian, God associated with change, trickery and volatility of life, shoehorned into Chaotic Evil.
Location: Tree.
Status: Pushing wheelbarrow with wood and metal rings in it. In an unstoppable rage! Light gash. Has a bunch of unsolved issues and does not respect religion.
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: Village edge
Status: Face hurt.
Equipment: Peasant clothes. Small smithing hammer.
Inventory: Firebasket, compilation of 'yo momma' jokes, smaller pile of rusty metal. Spear tip.
Skills:
Basic Metalsmithing.
Mental Disorder: Attachment to Firebasket.
God: Gorbad, god associated with home, hearth, fire and safety.
Location: Village edge
Status: Completely lost and home at the same time. Inner warmth and purpose.
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:
?!???
Status: Fine. JUNIOR SERGEANT, MAGGOTS! Mentally marking people for punishment. Pain.
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: Village edge
Status: Finger's slightly hurt. Depressed.
Equipment: Peasant clothes,
NAILBOARD MK II.
Inventory: Giggles the demon doll.
Skills:
Basic Jewelmaking.
Mental Disorder: Bipolarity. Hears voices.
God:
Perpentach, god of the carnival and gleeful random evilness.
Location: Village edge