"I feel... Powerful."
+1 Speed, +2 Endurance, +1 Knowledge, +1 Senses.
Well now, let's go hunt some ghouls.
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: 56
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10+1
Speed: d6+1
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Okay?
Inventory:
Needlessly ornate painting guardian sword
You devour the magic within yourself and then head out towards what you're pretty sure is the front door. You make it out without further molestation and look around. Hmm this appears to be a rather large if somewhat rundown estate in Akahest. You're really not far off from where the ninjas grabbed you. As per the ghouls you see no direct sign of them other than some dropped items and bits of fabric from their clothing. You might be able to trace one or two specifically using these clues but the group that remained probably scattered.
Allright, new plan. Recieve the 15 mana from Darwin, upgrade senses to +1. Use the spell to make us invisible to the bugs for 30 minutes (cfr discord, this would be a d6 spell). Try this up to 3 times, time permitting.
If the spell fails and/or I run out of time to cast it, attempt to ambush the 4 bugs together with my mercs to take them out quietly.
If the spell fails and/or they spot us, all bets are off and we are shooting them in their stupid bug faces.
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 -> d6+1 this turn.
Mana: 15+15 from Darwin-10 from upgrade= 20 left total for the spell.
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
Yep, 15 mana to Ecalir.
If his spell works, then do as before: start our sneakin'. Try to head for wherever the bugs seem to be flying around or coming to and from. If not clear what the bugs are doing, then head for the middle of the cave.
If it doesn't but he can attempt to silently take them out, then just have my melee bodyguards help, I can't do much.
If our cover is blown, shoot 'em.
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: 0
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
1139 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)
[5+1v3]
Eclair, newly empowered, casts his spell. Its an odd spell, a sort of "nothing to see here" that effects only the senses of the insect creatures. it doesn't render them invisible so much as completely not worth noticing. Like a rock or a tree; noticed only in so much as to avoid walking into it.
Darwin and Eclair start heading for the main tower in the center of the cavern. The fields give way to a shanty town of sorts dotted with what appear to be enormous beehives that tower over the scrap buildings like gooey mountains. There aren't any people out and about in the town, though they can both hear the sounds of people sleeping in their homes. As they get closer the begin to see odd things. There are mechanical things, like pylons, built up throughout the shanty town. They seem to be arranged in a circular grid style radiating out from the direction of the tower. Occasionally few sparks of magical energy will drift up to the pylons and vanish into them.
Darwin and Eclair start feeling slightly tired.
There isn't much else I can do to help. Continue observing and hope Nina makes it.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 0...
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
Recruitment Leaflet
"...unh... Again.
Try. Again.
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."
Recently acquired a second spirit, still learning about it.
Cabal: None at this time.
[4v2] [-2 mana]
Nina doubles over again but what comes out this time isn't blood. Something massive and black, with edges that look more like ink on a canvas than solid matter, comes pouring out of her in a semi-solid mass. The mass coagulates as it comes out and begins to take shape. Enormous red eyes consolidate and look up just in time for the hand of the mage breaker to clamp down onto the creature's head. With a single swift movement the Mage Breaker drags the goo up into the air and thrusts a glowing knife into it a half dozen times in quick succession. The goo screams a horrible bubbling scream before the Mage breaker slams it straight into the captured animal. The goo vanishes into the creature with a violent sucking noise and the Mage breaker secures it into a container.
A few moments later another call, similar but less gurgling, echos from somewhere in the chaotic town.
"They're coming." The mage breaker says and draws a sword of impressive size and etched with magical symbols. It glows a brilliant blue and randomly crackles with electricity, fire, wind, and spurts of ice.
There was an action in this post, you ... you ... you! It even says "Action in here" on the spoiler!
Any other effects from grabbing a ball of glowing green light?
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
I can't read, I have no eyes. Thats Why I say to bold it because I HAVE NO EYES. YOU HAVE TO YELL IT AT ME SO I CAN FEEL IT IN MUH BONES!
MUH BONES!
[5v6]
You climb up and slide down while screaming about anime.
Since I missed it last time I'll try again for you.
[6v1] You scramble up to the orb easily this time and try to yank it free.
[6v5] With great effort you manage to finally tear the orb free from the two spikes and then climb back down. The doorway...huh well the doorway that used to lead to the golem room now seems to just lead to a normal hall.
Is there such a thing as the Sky Police or something?
Flee. encourage Benedict to try and outpace it, he should be able to change direction pretty well with those massive wings, so fly zigzags if not faster than the sky vessel.
If escape fails, and they attack, cast a d4 temporary strengthen steel spell (30m duration) on Benedict, to make his skin steel hard and more resistant to damage, and cast a d8 temporary Strengthen Grow Expand spell on my mount, myself, the guard, and our gear (30m duration), and turn around to board or grapple the vessel,
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.
Currently ~10 days until next full moon.
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:
16 mana
63 gold
d6 armour: The outfit, naturally. Weighs as if it were d4
Backpack
100ft Rope
Waterskin
Compass
Goggles
Surgical Tools
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, elephant-sized with 60+ foot wingspan.
Str D12
Spd D8
End D12
Kno D4
Will D8
Sen D6
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.
Skyway Patrol? Not that you know of.
You Order Benedict to evade and he dives low, staying near to the ground while weaving through the scenery and taking around about route. After maybe 20 minutes you look around and there's no sign of the flying thing. You have no idea what it was but...you suppose its gone now at least.
You missed my action.
Check whether there are any bounties on wyrms and whether there are any known wyrm nests around the area.
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
219 gold
Shield
Sword d6
Crossbow with 20 bolts d6
Helmet d4
Leather gloves
Crowbar
Rope
Iron thread
You check the bounty board. Nothing about Wyrm bounties sadly. Hmm through apparently the do sign guards on for those heading to the black lakes to protect them from potential hazards in the desert. Might find a wyrm like that.
Send my familiar to give the good news to Grant. If I can see or hear anyone trying to fight the fire, render assistance. Otherwise make a start on my own, using water from the well.
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 send your familiar off to get Grant and start bailing water out onto the fires. After a while Grant and other people start coming back and helping. It takes hours but by early morning the fires are mostly out and everything seems quiet.