What kind of boat did I end up with? Kayak, canoe, rowboat, Coracle? Sampan? Gondola? Did I get lucky and make either a catamaran or a sail-adaptable boat?
Does the Littlest Shepherdess still want cute animals, or has her request changed now that it's been filled?
Anyway, time to boat a bit. Out into the Flux toward where the Ghost Charm is leading.
If this is dangerous enough, I may as well attempt to acquire Flux as a material.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 5
Materials: Porcelain
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: a cute animal)
One boat
Ghost Charm
Doctor's Kit
Lantern, Rope, Backpack
5 gold
Considering that you made it, We'll assume its whatever you want within reason.
Now she wants a toy. You get the feeling she wants a specific kind of toy but she's being very vague.
You take the boat out into the flux. The charm leads to a spot that is...well...kinda just out in the water. Nothing there, at least on the surface.
Oh its somewhat dangerous but you need to
get a lot more dangerous to get flux as a word. Get creative. And suicidal.
Climb a tree and try to locate the boar. Should it attack the tree I'm on, jump on it and embed my axe into its skull.
Name: Robert Grant
Appearance: A stocky, tall man with black hair.
Magic path: Hunter Sculptor
Strength: d10
Speed: d6
Endurance: d8
Knowledge: d8
Will: d8
Senses: d4
Ongoing effects: None
Mana: 0
Materials:
Shrink
Inventory:
War axe D8
Doctor's Bag
Leather armor D6
Bandages
Backpack
Lantern
15 mushrooms
[4v4]
You scramble up the nearest tree and sit on a branch. A moment later the boar appears. It comes around from behind you and you have to twist to face it. Its a huge thing, 10 feet tall at the shoulder with mottled gray-green fur and 6 curling tusks. Its upper body and shoulders move ponderously, great slabs of muscle gliding over each other and its head hangs low, snout snuffling along the ground. It doesn't come under the tree, instead it sniffs its way up to maybe 20 feet away and the settles down onto its haunches, staring at you.
The second one, clearly, because I am lazy and don't feel like making up a bunch of ingredients right now.
Cool. How much for a set good for 5 uses that can handle most poisons/antidotes?
As per relevant info, I told you what is basically covered about the things you knew, except that yes, those statues are of the mother and sister and were placed there as commemorative grave markers after they died in an attempted coup. The Coup is actually one of the images in the book, along with the emergence of the Black Flux and the Deification of the King. You can account for all the images in the book before a certain page now, but after that, its all unknown to you . Perhaps future events. You notice a glass map like your own in the image of what looks like the arena here burning.
That is weird and worrying. Go find Ecalir to show him this picture (keep the book open on this page if possible). Can I glean any more information from the picture?
Assuming I can locate Ecalir this turn without issues, inspect the two dead guys (searching for clues and all that).
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6
Endurance: d6
Knowledge: d10
Will: d8
Senses: d10
Mana: 22
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Inventorydissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
gun: d8
9 smokebombs
Medium armor: d6
Ecalir's old armor: d8
Sealer Suit: d4 (vs magic)
shield (+1 to protective rolls from armor)
Alchemist’s Gear
250 gold worth of precious gems
Sack of jewels worth 199 gold
BETS:
-50 on Ecalir winning his third match
-25 on Ecalir winning the tournament
A glass slab with a topographical map of the kingdom carved into it
a bottle of glowing blue sea water, inside protective box with lock
a glass orb with barely visible lotus inside of it, inside staff assembly.
magic coin
Small book
magic compass + map Loaned to Lupanian
Doctor's bag
High quality backpack
donkey named Yvonne for carrying
Zomboraptor head
Lantern
several hundred feet of rope
climbing crampons
a grappling hook
iron stakes
net made of rope
several vials with imp fat
20 vials
good quality book&pen
good history book
10 gold.
You go find Eclair and show him the image as he wipes blood off his hands. The image is rather stylized, you think. The arena is burning while men with animal heads are running out. Various items are all over the ground, including the glass map.
You inspect the headless man. He's not carrying anything besides his weapon. Hmm. The man who got stabbed in the ribs is actually still alive, just unconscious.
(I'm assuming the failed spell cost my roll in mana, or 4 mana.)
Attempt, a second time, to regrow the flesh over the foot properly. If that fails, try to give the patient a small amount of mana, and then try a third time. If that fails, stop there for reassessment.
If it succeeds, monitor the patients condition, make sure the two temporary spells end, and give the patient magic as needed.
Japanese girl with a long black braid and a white and red dress with long gloves and stockings.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1
Will d10+1
Senses d8
Items:
21 mana
37 coins (gold) {paid 10 gold deposit on a cougar/red-tailed hawk griffon familiar and 35 gold for bounties.}
d6 armour: The outfit, naturally. Weighs as if it were d4
Backpack
100ft Rope
Waterskin
Compass
Hat
Sun Goggles
Surgical Tools
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand.
Location: Lunare
Status: Fine. Burn scars on arms.
Notes: Improving physical stats with strengthen, d4->d6 is d6, d6->d8 is d12, d8->d10 is d20 or more.
Mental stats are possible, but harder or more complicated.
Spells always cost the challenge die roll in mana remember? 6 not 4, sadly.
[3v2]
You regenerate the flesh and then sit and wait as the temporary spells end. She actually sleeps for a good 16 hours before finally waking up, groggy but seemingly fine otherwise. You do some quick tests on the foot and it seems functional.
"I'll do my best. Do you have any leads on such creatures already? And would you prefer it alive, if that proves practical?"
Get some more details. Then head to the university library and look fot some atlases and travel books for planning!
Name: Frick Varmer
Appearance: An enthusiastic, young-middle-aged man. Between his ridiculous magnificent hat, the strange bird always perched on his shoulder, and his unbridled curiosity for arcana in all its forms, he is clearly either a wizard or an eccentric fool. Or, more than likely, both.
Magic Path: Alchemist Invoker
Mana: 0
Stats:
Strength: d4
Speed: d6
Endurance: d8
Knowledge: d12
Will: d8
Senses: d6
Ongoing Effects: None
Materials: Alcohol (d12)
Inventory: pointy hat (worn), box of thaumic junk, empty book and ink pen, alchemist's gear, 100 coins. (Carrying: alchemist's gear, book and pen)
Familiar: A small crow, which shares its master's inquisitiveness.
Strength: d4
Speed: d8
Endurance: d4
Knowledge: d6
Will: d6
Senses: d8
"Alive...or behavior documented and dead. Either. Mountains. Kaolin area has unknown beasts."
We'll assume you have access to the world map and you can ask any questions about it you want and I'll answer what the books would say.
...
"Is... Is it dead?"
Gawk
Name: Nina Morellis
Appearance: A young, red-haired woman, green eyes, somewhat unkempt. She's had Adam for as long as she could remember, and has a bit of a reputation as a harmless nut. The town guard are okay with Nina though, occasionally getting her help keeping a mage secured by having her drain their mana so they can't cast. Since they don't have a proper magehunter available, having a local civilian channeler they can bring in as needed is a big help. And Nina tries to be on her best behavior with them to keep their relations good. Nina herself works as a healer, living out in the poor part of town, and has an erratic schedule based on the needs of those who want her help. so she has a lot of free time, but also gets woken up in the middle of the night a lot. add in Adam's occasional antics and she doesn't get to have a stable sleep schedule.
Magic Path: Channeler, Invoker.
Materials: Sound
Mana: 5
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory: Backpack, padded cloak (D4 protection, Light armor), Lantern, doctor's bag, waterskin (air), hammer, 2 silver, air bladder, white robes.
Inhabited by a spirit which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts. She calls it "Adam."
Location: Petunise
Cabal: None at this time.
Try making some weak waves to quickly move the boat foward before the monster comes back.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 2!
Strength: D6
Speed: D6
Endurance: D12
Knowledge: D4
Will: D12
Senses: D4
Ongoing effects:
Inventory:
Sealer Suit D4
White Robes
Shield
Wooden Club D6
Backpack
Lantern
100 feet of rope
29 gold coins
2 silver coins
Air bladder
Aqua Vitae
Ferry ticket
Randolf is in the midst of conjuring waves when someone shouts at the ferry from the shoreline. Its an older looking man in a black robe and jacket. When you two look up he points specifically at you and gestures for you to come to him.
...
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign decent. She claims to be the last surviving member of a long-dead ancient race, kept preserved in some kind of magical stasis, but this is likely untrue. Though her skin is a strange shade not normally seen on the continent, and her hair is bleached white with a slight green reflective tint. She is not very tall but stout like a dwarf and startlingly strong. The clothing that she wears is very minimal.
Mana: 0
Method: Flesh-Inscribing Channel
Materials: Lightweight, Explosion
Strength: d10
Speed: d6
Endurance: d6
Knowledge: d8
Will: d8+1
Senses: d6
Ongoing effects: Okay?
Inventory:
nothing!
The door opens a moment later and they bumrush you. [5v2] You wait till they're almost on top of you before slithering out of their grip and past them, out into the hall.
While waiting for Darwin to arrive, Ecalir will check what loot the two dead mooks have, being carfeul not to touch the poisoned icepick.
Also, did I get any mana from the icepick kill?
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10
Endurance: d8
Knowledge: d4
Will: d6+1
Senses: d6
Mana: 21
Ongoing effects:None
Magical materialsleft Arm: wood
Right arm: Insect
Stomach: Strong acid
Chest: White Phosphorous
Left buttcheek: Electricity
Right buttcheek: Lightning
left leg: multiply
InventoryQuality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Fitted armor: d8
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
250g worth of gems
doctor's bag
See Radio's post.
"Kill".
I’ll take a minute to make a thorough examination of my surroundings. Then get to high ground if I’m able, and follow the compas.
Name: Venandi
Appearance: A cryptic figure, wearing a solid bone mask, and covered head to toe in furs and leather reinforced with bone, antler, tooth, horn, and all other manner of once living material. Upon closer inspection, one would notice that this figure has hundreds of beads and talismans, again made of bone and like materials, threaded on as well. This person also carries a wicked barbed spear, that seems to inflict pain just by looking at it.
Venandi is a hunter, once scouring the lands for greater and mightier beasts (and men) to fell. Venandi now uses their skills just to survive; but is always looking for path back to glory.
At one time Venandi joined a Cabal, and was known as Zamia the Lost. That time is now as lost as the the rest of the past. And that name is now as forgotten as Venandi once was.
Magic path: Hunting Gut-reader
Materials:
Rope
Diamond
Mana: 5
Strength: 1d10
Speed: 1d6
Endurance: 1d6
Knowledge: 1d8
Will: 1d4
Senses: 1d10
Ongoing effects: N/A
Inventory:
Barbed spear (1d8)
Hunting trophy armor (1d6)
Atlatl and javelins (1d6)
Backpack
Bandages
Box of thaumic junk
10 gold
Map
Magic compass
The town looks more like a half drowned collection of docks where rundown old buildings have been moored. Most are at least partially sunken or damaged, all of them are rotted, crusted in salt, barnacles, seaweed and more. A boat, old and equally damaged, sits on the dock in front of you, upside down. Other debris is scattered everywhere around you, tangled in old fishing nets and wedged in the wood of the dock. The place smells of sea water more than anything. Sea water and dead fish. The compass points towards a building nearby, an old alehouse by the look of it, its ceiling partially collapsed.