"Weak to flame, huh? I was expecting more fight."
Check that nothing will attack me. If anything's still moving, shove a blade in its chest. If not, drain some mana from the corpses before it leeches away into the air.
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign descent. 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: 2
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10
Speed: d6
Endurance: d6
Knowledge: d8
Will: d8+1
Senses: d6
Ongoing effects: Okay?
Inventory:
Needlessly ornate painting guardian sword
[1v3][6v1]
"I was expecting more of a-" It is at this point that a dinner plate, thrown at high speeds from somewhere to your left, glances right off your head. Luckily the blow isn't hard enough to actually harm you but it does draw your attention. It appears that these ghouls are certainly on guard now, itching to murder such a dangerous threat, but for the moment too cautious to move in. A steak knife hisses past your ear and embeds itself in the wall. You estimate there are maybe 15 or 20 ghouls left in the room in various states of injury, all pressed up against the walls with you in the center. You've thinned the herd considerably, by about half or more, and weakened the survivors but its still a perilous position.
You carefully shift your footing to step on a corpse and try to train mana from it.
[6][+15 mana]
You gasp and shiver a bit at the sheer quantity of mana you tear from the corpse. These things are goddamn packed with magical energy. Maybe they're mostly made of it? In any case, they'd make great meals.
"You think I'm locked in here with you? You're locked in here with me! And I am VERY ANGRY. And hungry."
Pick up ye gryphon, paying the remaining balance after the 10 gold deposit. The desired statline is d6 Strength, d4 Speed, d8 End, d4 Kno, d8 Willpower, and d6 Senses.
What I need to know about is how good of a flyer it is, how large it is, and how much each of a d6 and d8 Grow spell affect it, to get an estimate of how many of those I'll need to make it capable of carrying me and a couple other people back from the capital.
Other buffs needed, such as speed buffs to improve it's speed, and any extra spells necessary to make sure it can keep flying can wait. For now, do those tests, and make sure it's socialized enough to not attack people all the time.
..Also, that it's okay with eating fish.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Slight sparkle in eyes. Burnt off eyebrows from spell failure. Missing fingernails on right hand.
Invoking Empath
Str d6
Speed d8
Endurance d10+1
Knowledge d6+1
Will d10+1
Senses d8
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: None.
Items:
36 mana
96 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
Surgical Tools
Jade tablets with d8 View, d10 Steel, and d10 Speed.
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.
The gryphon is, as it turns out, about the size of a very large dog or a pretty small horse. Its the size where you could
probably ride it but it would get tired quick. Definitely gonna need some size enhancements. As per flight it can fly pretty well from what you can get it to do. Its not as agile as a bird though, much better at gliding and diving than zipping around doing flips or anything. Its hind quarters seem to make such things awkward, essentially dragging its legs behind it. How many grow spells you'll need...you don't know. You guess you might just have to keep hitting it with them till it gets to the size you want. You don't know how much each one will effect it.
It seems to follow your instructions well and isn't prone to randomly attacking people, though it is a bit noticeably skittish where loud noises are concerned. It does like fish though. Any meat is probably fine for it.
Okay, first, note that I've added "shiny thing" to Shepherdess' requests, since Idiscovered that upon scanning back in this thread, like, ten pages ago right before we entered the ruins.
Second, below are quotes from Discord describing the room and explaining why I thought there was an exit that I needed to climb the blocks to get to.
Cat in a Hat eating a Rat02/09/2019
@Mr. Bones How big are the golems? How many tiers are there in the room? how many stone blocks per tier? how many golems per block? are the golems moving or floating stationary? Does Felix see anything else in the room besides the blocks, golems, tiers, and sliding puzzle? is there another exit?
Mr. Bones02/09/2019
8ish feet tall. 12 or 14 or so . hard to say, they keep moving. Maybe 20? per tier? Like 4 or 5. Moving a bit.
There's an exit across on the other side of the room, same tier level you're on right now.So what i understood this room to be like, after our discussions and so forth:
red door is where I entered. There are several tiers to the room, extending from the wall with the door I entered from forward, descending as they get farther from the door. As far as I know, the tiers extend the width of the room. Forward, across the room, is the block puzzle, and the exit door, which is 'on the other side of the room' from the one I came in and on the same level as the entrance.
So, I'd need to descend to the floor level, then climb the blocks to get to the exit.
I assume from your confusion, that both doors are on the entrance side of the room, opposite the block puzzle and across the top tier from one another. Should that asssumption be correct, lemme climb up and go peek through the exit before bothering with the otherwise seemingly irrelevant block puzzle.
I guess also ponder the purpose of the puzzle. My hunch is that this is some sort of control room that moves rooms about in the ruins, ala The Cube, Portal 2, and our current Dig Vision location.
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:shiny thing)
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
Ah ok. Well the other exit in this room is just across the way, on this level. You could basically just walk to it.
As per that thing...yeah the cube comparison is a good one.
"What. The hell.. OW. I... wow that hurt. First, OW, second, would it be easier if I passed off my mana first?
Pw, im not sure if the -7 mana is to me or the magebreaker.
Am I at 8 or 15 right now? Is Adam okay? Also, words, want him to try again.
You lost 7 mana. Mana is life energy of a kind and you just lost a good chunk to an angry spirit trying not to get pulled out.
Adam is fine as far as you can tell.
"The spirit is rebelling against my actions. Right now it is damaging your mana but leaving your body mostly intact. If you have no mana, the physical effects of attempting to remove it could be...far worse."
Buy as much Iron thread as my sculture needs from the scavenger group, also ask them if they know where wyrms are commonly located.
Should they not know anything, try to find some hunters and ask them instead.
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
205 gold
Shield
Sword d6
Crossbow with 20 bolts d6
Helmet d4
Leather gloves
Crowbar
Rope
You spend 6 gold on the iron thread, buying it back from the scavenging company.
You ask them about Wyrms. They say that the closest place that probably has them is up in the Fulminating sands, but advise you to bring supplies so you don't die of thirst out there.
Wait and listen for a few minutes more before climbing out.
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.
[5v5]
You wriggle up the well by bracing your back on one side and then basically slowly walking up it with your arms and legs, locking your knees and resting every so often. Once you make it to the top a good 15 minutes or more has passed. You peek out. No sign of hostiles. You struggle out and flop down on the dirt. Your familiar comes and lands next to you.
Radio is already asking all the relevant questions for now. Do some JoJo poses in the meantime. Work those muscles.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10+1
Endurance: d8+1
Knowledge: d4
Will: d6+1
Senses: d6
Mana: 8
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
InventoryMare's Leg: Lever Action, d8, 5/5 magazine, 45 spare bullets.
Quality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (5/50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Poncho
Sombrero
Fitted armor: d8
Sealer Suit: d4 vs magic
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
199g worth of gems
doctor's bag
Gladiator Badge
Jade tablets (48-number of words)
binoculars
A quick look at the compass and map shows two things. First, you're somewhere near that town you were just in and you're deep underground.
You carefully follow the bugs, making sure to stay a good deal behind them. They walk for maybe 2-3 minutes before the natural (but smoothed) corridor ends in a massive open room. You know its massive because it literally vanishes into the distance; albeit it vanishes into the foggy distance but never the less this cavern room must be utterly huge. The ceiling, adorned with giant glowing crystals, is easily several hundred feet up, practically lost in the cloudlike fog. And down here, on the ground level, are great purple brown fields of fungus and lichen, tended to by what appear to normal humans in shabby clothing. They work the fields around you mechanically, though none are close enough to you at the moment to get a great look. Through the sky buzz those giant insects, flitting around on their own wings like restless locusts. You take a tentative step out and find that the gravity in that room is strangely low, maybe a third of what it is outside? Maybe less.
Couple of questions/info to gather (use binoculars as needed).
-how many people are there, how spread out are they, and do they appear to be dazed or being magically influenced or something? Or simply being cowed into working due to the buuuuugs?
-speaking of, how many buuuuugs are here? Are they all flying, or are there also some riding on their insect steeds? And what are they doing, just patrolling the area?
-Any other exits or tunnels going from this room?
-Any sight of the machine we suspect they used for their teleporting?
-How large is the tunnel we are in, would it be a good chokepoint to deny the numbers advantage of the bugs or is too broad for that?
-Could Ecalir use his insect word to somehow make it so the bugs don't notice us, allowing us to move around and either find the source of this problem or teleport the people out? And could that spell use Will (eg. by saying he is controlling the minds of the guards so that they all happen to look to other way while we sneak about or by making them fail to register us) or would it definitely be senses (since it's a sort of illusion)?
-Suppose we used our oil flasks to coat some of this tunnel in oil, then lured in the bugs and lit the oil on fire once a bunch of them are in the tunnel. Would this work, or is the chance of that harming the civvies really big?
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: 9
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventory6 mercenaries:
1 ranged and 1 melee merc, stay with Ecalir and watch his back
3 melee mercs and 1 ranged merc stay with Darwin, 2 of the melee mercs stick close to him at all times and act as bodyguards
dissection 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
Thaumic bomb (currently empty)
Ecalir's old armor: d8 (in use)
shield (+1 to protective rolls from armor)
Sealer Suit: d4 (vs magic)
Alchemist’s Gear
1514 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 (24 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
Medium armor: d6 (not in use)
1. Difficult to say because of the size of the place but you count the ones you can see. 37 visible from here, all spread out in at best groups of 2 or 3. They are not dazed but they do seem to be working in an oddly mechanical fashion. None are stopping to rest, wiping their brows, chatting with people near them, the sorts of things you expect from a worker. They might be controlled, or they might just be shit scared because of bugs. Unknown.
2. The bugs are even harder to count because they keep zooming in and out of view. About a dozen or so visible at any one time, all flying under their own power. As per their actions...maybe patrolling? But if they are they're very erratic about it. They're kind of just flying like moths around a lantern.
3. You see two other tunnels into this room on this wall before the fog blocks out your view.
4. You don't know what that looks like...but you see nothing of the sort that looks like you would imagine it to.
5. Its not THAT small. Maybe 15 feet wide? Better than nothing but not a hallway really.
6. Possible. Roll depends on HOW it would function.
7. Might work. Might suffocate you. Might spread to the fungus outside...hard to say really.