... We are spymaster material, apparently. That works pretty well.
We should probably go find the Annalist, at least; it was one of the options, so he should still be alive. But let's see.
[]Base Camp- Your men are tired, wounded and disorganized. They need a place to rest and return to if all else fails. While you don't have much to work with the wagons can be moved together to form makeshift buildings, and there should be enough canvas and rope to make larger scale tents and shelters. Chance of Success: ??? Reward: +1 action, Morale boost, More Options
More options and an extra Action. Extra Action is always good - unless, somehow, we've managed to
do everything, but I don't think that'll be a problem. Also, we're Engineer, this
should be pretty easy.
[]Scout the Fortress- To the north is the Fortress With No Name, center piece of the Plain and supposedly home to men the Company left behind in times long since past. If you can get there you may find supplies and helping hands, as well as a more permanent place to shelter. It has been a really, really fucking long time since the the Company passed through this place, so you have no idea if there will be anyone left. Chance of Success: ??? Rewards: Information, help?
Can wait for a bit; if anyone's still there, they may well have noticed the gate exploding, and anyone who got lost away from us is probably going to head there as a rendezvous.
[]Look for the Company- Some of the men report being scattered about around the wagons, so there is hope that a good chunk of the Company has just been thrown about, rather than killed. It would behoove you to send out scouts and see if you can find anyone to return to camp. Chance of Success: ??? Rewards: More men and supplies
Good idea, stabilizes the situation.
[]Scout the Edge of the Plain- You don't think there were heavily forested woods around the plain, much less ones that look a lot less tropical than the South's climate would allow. You can't send them too far off, but it wouldn't be a bad idea to go and get some idea of whats out there. Chance of Success: ??? Reward: Information
Hmm. Something to keep an eye on, but it should probably wait until we have our feet under us.
[]Help the Wounded- While you weren't trained as a doctor your education did provide you with a basic knowledge of anatomy, and part of an engineer's job is to fix things. In this case said things will be human, but is that really any difference from a cart? Chance of Success: ??? Reward: More able bodied men, Morale increase
On the one hand, this is a good idea; on the other, that question
really makes me leery of letting Sparky do this without a trained professional. I think we'd better hold off on this until we find a surgeon, or whoever takes care of the horses, because I'm not sure the men would appreciate Mr. "I Know What I'm Doing!" trying to put their insides where they belong when he
doesn't know what he's doing.
[]Check on the Wizards- Boy oh boy was that some hardcore magical bullshit. Even with your very, very basic grasp of magic you still felt like you got punched in the dick and stabbed in the gut at the same time. Half-Hand and Tic are by no means powerful, but they're still leagues ahead of you. Its probably a good idea to make sure they're okay. Chance of Success: ??? Rewards: Hopefully stable wizards.
Another good idea.
So, Base Camp is practically a gimme - it's the Engineer's forte, it's useful (more actions, a place to put people who need to be in bed, etc), it establishes to anything watching that we're not out of it. After that ... either looking for the rest of the Company or helping out the wizards. Searching for the other survivors is,
I think, more useful, because not everyone is probably going to be incapacitated so we should get useful guys cropping up. On the other hand, if we
do have an unstable wizard or two, it'd be best to find that out quickly, and they can probably help with some non-magical things even if they can't actually use magic.