Honestly, I think this dice must be loaded towards ones and sixes. I've also decided that healing is, at least in part, a mental action, so you should probably get that hangover taken care of before attempting surgery. I've been pretty lax about applying detriments, but that may change.
I call out for the bartender to bring out the closest equivalent to gauze he has, and a small tub of ice.
I put my severed hand in the ice, and attempt to staunch the bleeding with the gauze.
I assure legion that he is fantastic.
|You ask the tavern keeper for some gauze and ice, and he comes back with some written documents and a pair of d6. “No, not laws and dice, gauze and ice!” You shout, frantically waving your
hands hand and stump about, sprinkling blood everywhere. The tavern keeper responds that he doesn't have anything resembling healing supplies about, and it's entirely the wrong season for ice to be anywhere nearby. You'd have to travel miles until you reached the first mountain that might have ice on its peak; it's not like people just have that kind of stuff lying around. From all your wild gestures, your bleeding gets worse.
|You say some back-handed complement to Legion. He thinks you just created him to be used, and have no confidence in his abilities, so what's the point! He goes off in corner and crys, alone. Poor guy.
Make idle talk with Mal while asleep.
|You drift along a oneiric landscape, and dive deeper into your dreams. You can't seem to locate your benefactor, though you doubt he would be pleased with recent events.
I do my best to heal dermonster's hand.
|You gather together some tablecloths from the back room, and use them to staunch the bleeding somewhat. This hangover and sickness definitely interferes with the process, but you still manage to do a decent job of it. You then use a piece of rope and a small stick as a tourniquet around the bandages. He still doesn't look great, the blood loss will probably set him back for a bit, but it seems he's out of trouble, for now.
|Your stomach seems to be feeling better, though is still isn't comfortable.
I try and see what I can do about the wounds Tarran is suffuring.
|Well, Tarran seems to be doing just fine, so you decide to help the poor unconscious Quarr instead. How saintly of you to help your helpless enemy. You gather up some of the tablecloth that Paranatural has ripped up, and use that to patch up his throat, as well as making a brace for his neck so that he won't disturb the wound should he wake up.
Focus furthur, stop the water from coming in and likewise use the water in Quarr's blood to keep it from leaving the body
|You just stand dumfounded at the spring gushing out of the barside. You sorta remember how you started it; opening up to some eternal source of water or something like that, but you have no idea how that happened. For some reason, however, the spring seems to stop by itself. Huh, weird.
Claim ALL OF QUARR'S INVENTORY!
|You run over to the unconscious Quarr and shout out loudly MINE! Everyone thinks you're too drunk to take you seriously. You graciously leave the poor chap his bandages and neck brace which are preventing him from bleeding out.
|You strip him of some used, but clean, linen clothes. A shirt and vest, some pants (with pockets!), a leather belt and some worn boots that seem to fit you. They seem to be serviceable.
|Fellow only has 20 coppers in his coin pouch, though. Not much, but you take it anyways.
|It seems he also had a small ring on his right hand. You take it, and put it on your own finger. Such a pretty little thing. It seems...precious to you.
Pick up a beautiful stone from the ground.
|You find a pretty rock. Not beautiful by any standards, but it's shiny.
Search my inventory.
|You don't seem to be much better clothed than that one guy with a loincloth. At least you got a full kilt, though it is rather worn, dirty, and plain, and you have nothing on underneath...
|You don't seem to have a coin pouch or any other signs of money.
|And that seems to be it.
Plot exposition
|The tavern keeper walks out from behind the bar, and says “Well, I'm glad you all are still alive, amazingly enough. With some exceptions,” he looks at Dermonster's bloody stump and the unconscious Quarr, “you did pretty well. Listen, I was supposed to hold that amulet for a knight that was going to be passing by here. However, with Mal awakened, we need to hurry. You should take that thing to the Tower of Gold, to the Council of Eleven. They'll know what to do with it. There's no time for dalliance, so get whatever you need done done, and get out of here. I suggest you put that," he points to the amulet, "back in the box I had it in; it was no trouble while in there." Looking around at the tavern, he adds, "You folks also owe me a lot for wrecking my tavern, but I understand if you can't pay me now. Just make sure to come back and pay back what you owe; I'll keep track of the expenses."
Status:
Current location: Old Tavern
Health: Excellent
Inventory:
Unexamined
Abilities:
Snow-Walker (Cold Immunity, Fever Immunity, damage taken in warm places without protection)
Minor Water Magic
Stuck to the floor (-3 to moving)
Current location: Old Tavern
Health: Excellent
Inventory:
Flower-Stem Ring of Slumber (can cause any 1 creature capable of sleep to go into a magical slumber)
Deadly Halberd (+1 to enemy dodge, -2 to damage)
-Mal's Amulet (on shaft)
Dirty hole-ridden kilt (-1 to interacting with civilized NPC's)
Abilities:
None known
Current location: Old Tavern
Health: Cut neck (exertion of the head will open this up more)
Deeply Unconscious(-3, failguard)
Inventory:
Neck bandages and brace (prevents exertion of the neck)
Abilities:
Cursed (will die if he betrays Mal)
Naked (-3 to NPC interactions)
Current location: Street in Town
Health: Hungover (-1 to mental actions)
Inventory:
Small coin pouch (1 gold, 3 silver)
40 loaves of bread
Dirty loincloth(-1 to interacting with civilized NPC's)
Pretty rock
Abilities:
Has unkempt mustache
Current location: Old Tavern
Health: Hungover (-1 to mental actions)
Inventory:
Short Sword (-1 to damage)
Otherwise Unexamined
Abilities:
None known
Current location: Old Tavern
Health: Missing Hand (-2 to actions that usually require two hands)
Inventory:
Tablecloth bandages and tourniquet on right stump
Otherwise Unexamined
Abilities:
Poison Immunity
Disease Immunity
Allies:
Little mental antibody companion (can only fight mental attacks)
Current location: Old Tavern
Health: Hungover (-1 to mental actions)
Sore Throat (-1 to talking and eating hard foods)
Stuffy Nose (-3 to smelling)
Headache (-1 to mental actions)
Nauseous (roll to avoid vomiting after eating)
Inventory:
Worn linen clothes
Small coin pouch (1 silver piece, 8 copper pieces)
Flint and tinder
IOU from "Chauncy"
Abilities:
None known
Current location: Old Tavern
Health: Swasted (-1 to all actions, 4 turns remaining)
Inventory:
Linen clothes
Leather belt and boots
Small coin pouch (20 copper pieces)
Cursed gold ring (precious, -3 to taking it off)
Otherwise Unexamined
Abilities:
None known