Summoning a skeleton that has the ability to summon a copy of itself and does so constantly is the very recipie for an apocalypse.
Thats an interesting variant of the gray goo scenario.
Also, are you gonna wear your heavy armor into this or go in unarmored?
((...What happens if a grimoire creature kills a wizard? Does it become a wizard? ))
In the some 40 pages of material you don't get to see, there's a section on "Shit magic can't do" and thats one of the things. Summons can't get wizard levels and can't do magic.
Wake up! And then get out of this horrible, horrible town!
Name:syv
Backstory: I'm lucky nothing killed me in my sleep... Next time I'll bury myself first...
HP: 6/6
STR: 14
DEX: 8
INT: 14
Wizard Level: 0
Affinity: FLESH
Inventory:
Tire Iron (d6 melee weapon)
Cobbled together pistol (d6 ranged weapon) [6/6]
12 bullets
1 silver coin, 30 copper coins
I'm not really sure how to reconcile your character seeing a demon in a cart and 4 blood sprayed murderers and thinking to himself "Yeah, better follow those guys! They look nice and safe." So I'm just gonna assume you follow the cart out of the cathedral at a safe distance.
"Damn, this thing is badass. Alright, let's go kill us a wizard. And no biting or grabbing any of us, chimera. But you can eat anyone who attacks us, or the bandits when we find them."
Load the chimera into the cart and hide it under the tarp if it wouldn't break the cart with its weight. Otherwise, just ride the chimera. Then off we go to the woods. Keep an eye out for bandits, and keep the cart between me and the woods incase we get ambushed.
Snakescorpion
Horse/Cow-sized
d10 HP: 10
3d6 stats
Str:16
Dex:14
Mind:11
Name: Bill
Backstory: Since the day he was born, Bill was raised to do one thing. He was meant to take over his father's butcher shop. When that didn't pan out (because a wizard blew it up), he turned to wizard hunting.
HP: 6
Strength: 8 14
Dexterity: 12 16
Mind: 18
Wizard level: 0
Affinity: Metal
Inventory d4: 4
Equipment 1: [6][9] A small lead bar
Equipment 2: [2][14] Meat cleaver (d6)
Equipment 3: [5][11] Standard Armor
Equipment 4: [6][20] Grimoire
Equipment 5: Magical Sabre of Cold (d6) (d4 Cold) (Loaned)
Money: [1][1] None
Quirk: [1] Nope
Directing the summoned beast is an odd experience. You can sort of feel its mind sitting atop yours, like a gorilla hand pressing down on the top of your head. You don't have to tell it anything; it knows what you want it to do as soon as you can process the thought yourself. And in return, you can feel its mind in yours. The insect is all hard, unrestrained instinct with absolutely nothing else, like an organic automata. The snake is a bit more comprehensible, but only a bit. You order it up onto the cart and it obeys, moving with strange ease for something so big, plates of carapace squeaking slightly as they rub together. It takes some effort to get it into the cart without tipping the entire thing over; the cart is very sturdy, clearly designed to carry the massive weights of metallic flora, but balanced to handle that weight being dropped in on one end first. The first time the beast tries to skitter in it lifts the cart onto two wheels and drags the crawler off the ground. The crawler makes terrified hooting noises and its many legs flail, trying to get hold of the ground. After two more trial runs, you finally manage to get the chimera in by having it carefully climb in over the side of the cart. You have it settle down and curl up into as small of a ball as it can before draping the tarp over it. It's a tight fit and the tarp only just barely covers it, but it does work.
Marcus climbs up into the driver's seat and pulls Alanna up to sit next to him. Crawlers, because of their wheel like rotational walking, can't be controlled like a horse or giant beetle. Instead they're controlled via taps on their sides with long wooden rods. It's not the fastest method, but Crawlers are hauling beasts, not war horses. Marcus pulls the control crops out of a hollow under the wooden plank that makes up his and Alanna's seat and gives the crawler two taps on either side at the same time. The crawler makes a low chittering noise and begins to roll forward, pushing itself along like a cartwheeling centipede. The rest of the team follows close behind, either walking side by side with the cart or just behind it. They slip out amidst several other carts and then break away, heading for the forest while the rest head into the fields. The cart trundles along, following the path until it reaches the edge of the woods.