"I kinda want the thing out anyway, so I'm okay with the risk to myself, but will you be able to tell it apart from Adam?"
Ask if the process will hurt Adam.
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: 15
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."
Recently acquired a second spirit, still learning about it.
Cabal: None at this time.
"It should be. Greater danger to you."
Get as good a look out the window as I can without leaving the cube room. If it seems an ordinary view from high in the ruins, walk into darkness.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
current status: fine
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 5
Materials: Porcelain, Black Flux, Force
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request:?)
Currently hosting a Scarab ghost in muh brains. (Currently wants a religious relic that has been buried with the dead for some time)
One catamaran sailboat
Ghost Charm
Doctor's Kit
Lantern, Rope, Backpack
(1) rolling horse toy
0 gold
The view, impossible though it is, does seem like the normal sort of view you'd get from high up in the ruins. Nothing about it seems impossible or strange other than the location relative to everything else. You stick your head through the darkness and look upon a rather odd room. Its a sort of stair step or tiered room , with the door opening up on the highest tier. Across on the opposite wall from the tiers are what look like stone cubes with deep engravings of straight and curved lines dug into them. The stones are moving about, like pieces in a sliding block puzzle, gliding around individually or in groups, but seemingly with no real patter to it. on the tiers are stone tables, at at the stone tables are what look like golems. They're odd sort of golems, almost stick figures of a sort. They have long rounded rods and sphere joints, all floating rather than making contact with each other. Their main body is a sort of inverted pear shape and their heads are shaped sort of like a number 6, a single large mass with a sort of curving grown jutting out the back. A headtail almost. They don't seem to have noticed you.
"Well, one way or another, I'm going to be dealing with what's down there. It's holding a lot of people hostage, and if it's working up to something big, I'll stop it."
That said, you don't need to worry about this. I just need to stay with you until after you would fall asleep again, and cast a few more spells. I can help you."
Spend the night with the patient. Do discuss what's going on with the town some, and what I've found out. Float some of the ideas, such as making a giant mole or strengthening a digging machine to make a path down there, trying to gauge the best route to help the people of the town.. Would they appreciate an agressive approach like that, or would they prefer me taking the reactive approach of getting ready for a fight, and holding someone getting transferred down there?
Keep it from trying to be too heavy, though, and mix it up with mundane discussion about living here, and the experiences of travel. Does the patient know about other places? Any good stories?
In any event, wait until morning, and when the patient would sleep, ready to intervene. During the night, hug the patient no more than once for mana, if it seems like it will not hurt the patient. Other hugs are readily available at no charge.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Slight sparkle in eyes. Missing fingernails on right hand.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1 -> d6+1
Will d10+1
Senses d8
Items:
8 mana
94 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
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand, d8 View, d10 Steel, and d10 Speed.
Location: Lunare
Status: Fine. Burn scars on arms. Missing fingernails on right hand.
Temporary Effects: d4 additional intellect buff. (1 day) View Ape, to see through lake.
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.
When you discuss drilling, the man points out that, round on the other side of the lake there used to be a mine, back during the days of magic. Its been long abandoned but it might be a good starting point for any drilling. When you ask what the people are likely to think, he responds pragmatically that they probably won't mind anything unless it can be seen as dangerous to the town.
The patient says he used to travel a bit in his younger years, even going so far as the capital. He regales you with a few mostly mundane stories, a few battles, and a narrow escape from slavers.
You give him a hug around midnight and get 1 mana from him.
When morning comes around he says he feels sleepy but at your prompting doesn't go to bed. He seems fine as the day progresses, if a bit tired from being up all night.
Join in with the digging.
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: Cut palm (treated)
Mana: 5
Materials:
Shrink
Inventory:
War axe D8
Doctor's Bag
Leather armor D6
Bandages
Backpack
Lantern
141 gold
Shield
Sword d6
Crossbow with 20 bolts d6
Helmet d4
Leather gloves
Crowbar
Rope
Iron thread spindle
With help from the others you manage to get the thing halfway exposed. Its a humanoid, roughly female looking in general body shape though not too detailed, a smoothed over featureless face. It takes two men to restrain each of the thing's arms and it still struggles violently against them.
"OI! NEW BLOOD," One of the men holding the bot's arms shouts at you,"Look for a panel or something. Shut this thing down before we try to haul it out or it will probably tear us apart."
"Shit."
Fire off a shot at the group without stopping to aim and then dash into the next alley, looking for somewhere to hide.
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: 4
Stats:Strength: d4
Speed: d6
Endurance: d8
Knowledge: d12
Will: d8
Senses: d6
Ongoing Effects: None
Materials: Alcohol (d12)
Inventory: Pointy hat (-)
Thick winter clothing (d4)
Stout walking stick (d4)
Hunting rifle (d8)
Backpack
Lantern
Tent
Climbing gear, 200ft rope
Spyglass
Iron rations (6 person-weeks at start of journey)
Fresh thorny devil meat, good amount.
Net
Bear Trap
Box of thaumic junk
Empty book and ink pen
Alchemist's gear
Glass vials, box
Urn w/ ashes, bound for Kaolin temple.
29 Gold
3 Silver
Giant thorny devil skin
Companions: Familiar: A small crow, which shares its master's inquisitiveness.
Strength: d4
Speed: d8
Endurance: d4
Knowledge: d6
Will: d6
Senses: d8
Grant: A mountain trapper who lost his wife and child to an avalanche. He is...withdrawn, quiet, terse and seemingly quick to anger if asked repeated questions.
You fire a shot off in the vague direction of the group and they scatter for cover as you run across the street and into the Alley beyond. [6] You look for a hiding spot and find one...of a sort. A well. You hop in and brace your arms and legs against the walls, slowly sliding to the bottom, where you stand in neck deep water.
Start going with the merchants.
One ranged merc and one melee dude are to stick with Ecalir. Other mercs stick with Darwin, with two of the melee dudes sticking close to me at all times and act as bodyguards.
Ecalir will stay awake during the day, Darwin has night duty so he can use his superior senses to spot trouble sooner.
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6->d8
Endurance: d6->d8
Knowledge: d10
Will: d8
Senses: d10
Mana: 7
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventorydissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
Curved blade: d6
Icepick: d4
gun: d8 [50 rounds left]
9 smokebombs
Ecalir's old armor: d8 (in use)
shield (+1 to protective rolls from armor)
Sealer Suit: d4 (vs magic)
Medium armor: d6
Alchemist’s Gear
1707 gold
5 silver
Octopus core
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
book on normal plants and animals
book on magical plants and animals/creatures
handbook on making weapons&armor, including a list of known types
a detailed account of the Artifacter war
map of the old world
good quality book&pen
good history book
Paradox snail (inside jar) and things to keep them happy and fed
Doctor's bag
set of ingredients (plants, chemicals and the like) for making poisons or antidotes (25 uses left)
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
2x Collapsible rod
20 oil flasks
300 feet of really big, thick, strong rope
100 feet of metal chain
box of metal spikes
pair of binoculars
5 boxes of rags
You and Eclair head out with the merchants and your own band of mercs. The merchants travel a reasonable distance before nightfall and, as is their habit, circle the wagons to make camp as the sun sets.