Loot some scales from the beast and appraise their properties (and those of the bones as well, if I can) using my 1d12 in Knowledge. Appraise (again, using my 1d12 in Knowledge) anything that Bang finds while exploring the cave(,) and use my 1d4 Perception skills alongside his.
Name: Prism
Appearance: Kind of like a hippy. Talks like one too.
Magic path: Servant Sculptor
Mana: 5
Strength: 1d4
Speed: 1d4
Endurance: 1d10
Knowledge: 1d12
Will: 1d10
Senses: 1d4
Ongoing effects:
Good vibes
Inventory:
Ghost Charm
Bang investigates the cave the beast was lairing in. Bang also wonders if he obtained any mana.
Name: Bang
Appearance: This seems sufficiently Anime.
Magic path: Flesh-Scroll Hunter
Mana: 0
Strength: D12
Speed: D8
Endurance: D8
Knowledge: D4
Will: D6
Senses: D6
Ongoing effects: None.
Inventory:
Grand:
1. Quality Weapon: My own limbs. Bang is fucking R-R-R-RIPPED D8
Great:
1. Tatoo Kit
2. Medium Armor
Mundane:
1. Backpack
2. Lantern
3. 10 Foot Rod
(List your items here. If you don’t have a bag to carry things, you can only carry 2 objects until you find a way to carry more. Armor you’re wearing doesn’t count against that. If you have a weapon or armor, make sure to list the die it has after it, like this: Shortsword D6)
Prism: The scales have no properties because there are no scales. You also don't need to tell me to use your knowledge. If an action requires the use of a stat, I'll roll it. The bones are basically the same as any other sort of bones; the long bones are the most dense and hard, in particular the femur and humerus.
Bang: You got 3 mana from this fight. Too bad you didn't do it on your own. You head into the burrow and look around. Its mostly empty in here, just a big dirty hole with some bones, but near the end of it you find what looks like a nest of sorts made of tree limbs and feathers. In the nest are eggs, each one the size of your head. Prism, very helpfully, runs in and yells that they are probably the eggs of the beast you just fought.
Business done, find a seat and wait around for the others. Draw some magic-tattoo-looking symbols in ye tome and ponder them.
Name: Zackerine Harsolt
Appearance: Young woman with red hair, braided, green eyes, darkish skin, with a few scars from combat. Not necessarily attractive; it's obvious that she could easily cave a man's skull in with her bare hands. Leather duster over a colorful skirt. Steel breastplate and arm guard, but nothing else in order to avoid encumbrance. Messenger bag. Short brimmed and absolutely not pointy hat. Quite fond of knives, and will seek them out even to the exclusion of more powerful alternatives.
Magic path: Channeling Flesh Scroll
Mana: 0
Strength: 1d12
Speed: 1d6
Endurance: 1d6
Knowledge: 1d4
Will: 1d8
Senses: 1d8
Ongoing effects:
Inventory:
Bag
Tome
Carving Knife (d4)
Medium armor (d6)
Tattoo Kit
Combat Knife (d6)
Mini Crossbow (d6) (30)
Companion: Zill the Riphound familiar
Appearance: Large dog of the "Riphound" breed. As you might guess, she has a large jaw with lots of teeth. Despite her fearsome appearance, she's friendly to people who aren't enemies, and smart enough to tell the difference.
Strength: 1d8
Speed: 1d8
Endurance: 1d6
Knowledge: 1d6
Will: 1d4
Senses: 1d4
Ongoing effects:
Continue discussing the Predator Saint; are there any old stories about it being bested? Stories of heroes who made use of some weakness and their own ingenuity to defeat the creature? Or are they all just old horror stories of a monster that lures the vulnerable away to their deaths? While we're on the topic, how did it trick people into fighting--do the myths depict it as an intelligent beast, moreso than man?
Also, pay for the drink. Dunno how much it costs; one coin? Five?
Name:Zruril Zaszurs
Appearance: Zruril is a tall, middle-age man, with thinning gray hair and a calm, warm, smile that never seems to leave his face. He wears heavy robes that look much like what a priest might wear, and a perceptive individual might notice the glint of a small handgun carefully hidden in their folds.
Magic path: Empath Invoker
Mana: 0
Strength: 1d4
Speed: 1d8
Endurance: 1d4
Knowledge: 1d12
Will: 1d12
Senses: 1d4
Ongoing effects: None!
Inventory:
Heavy robes (d4 light armor)
Pocket pistol (d6 ranged)
325 coins
Zackrine doodles while Zruril continues to talk. The bartender can tell him nothing more about the predator saint, but recommends asking the locals. Though, he adds, they might not want to tell him anything. Local taboos about speaking its name and all. Zruril hands the bar tender a gold coin and the bar tender hands him 4 silver coins back.
Alright, head to the market and get some price estimates on the ores and refined materials they're offering. Also see what other things are for sale, especially medical and alchemical supplies.
Name: Yng, Son of Yng
Appearance: A sturdy, well-kempt man with black hair and a goatee.
Magic path: Alchemical Sculptor
Mana: 0
Strength: d10
Speed: d4
Endurance: d6
Knowledge: d12
Will: d6
Senses: d6
Ongoing effects: None
Materials: Ice
Inventory
Flanged Mace d6
Satchel
-Empty Book and ink pen
-Alchemist’s Gear
-300 Gold
Ores vary in price depending on what they are and how much you're willing to buy. The more you buy the better the price per unit weight. They offer three major ores: Coal, Iron and Gold, in that order of lowest to highest price as well. Gold is sifted from the river and found in small quantities in the mines, where as coal and iron are more plentiful. You can get a bag of coal for a gold piece, and an ingot of iron for 5. Gold is sold mostly in the form of dust or small bars, and its worth double its weight in coins (apparently gold coins aren't pure gold but an alloy).
The other shops are of two kinds; trade depot or actual shop. Trade depots sell bulk goods, usually iron products, while the shops tend to cater more to the residents of the town. Food, clothing, the nessecities of daily life. There's an apothacery who sells medical goods but no alchemists.
Name: Brine Boneater
Appearance: An wrinkled old man with a pale face, slight build and cruel, dark eyes.
Magic path: Hunting Gut-Reader
Mana: 0
Strength: 1d4
Speed: 1d12
Knowledge: 1d6
Endurance: 1d6
Will: 1d4
Senses: 1d12
Ongoing effects:
Inventory:
Familiar ((not really an object but yeah...))
Wooden Crossbow (d6)
Mail Shirt (d6)
Box of glass vials
Backpack
100 feet of rope
Familiar:-
Name: Big White
Appearance: A huge albino bear, with sharp white fangs and bright red eyes.
Strength: 1d8
Speed: 1d6
Endurance: 1d8
Knowledge:1d4
Will: 1d6
Senses: 1d4
Brine will go with Xod if he chooses the cavern path. If he doesn't, Brine will go alone along the cavern pth.
Ok, I found a body. Guess I ought to pull it out, examine it quickly, take any notable objects off him in case they reveal his identity/are useful/valuable. Then go into town, and find some official to tell about him.
Name: Ma'o Ewhak
Appearance: White hair black skull-like mask (not intimidating, almost charming), vibrant azure eyes, white cloak over chain armor, black shirt underneath, white boots that go halfway up heel, long grey socks. Average body, save being slightly tall and lean.
Magic path: Invoking Servant
Mana: 0
Strength: D8
Speed: D6
Endurance: D8
Knowledge: D10
Will: D6
Senses: D6
Ongoing effects: Possessed by Upside-down Hourglass.
Inventory:
Decent Mace D6
Ghost Charm
Backpack
Light Armor
100 feet of Rope
Xod hasn't posted, we'll wait for him.
And, as an example of why traveling alone is dangerous: Ma'o walks over toward the body and starts yanking on it, trying to get it out of the hole. He manages to budge it just a bit before something oozes out of the crack in the earth, pushing up past the body. Its a hand, human in appearance but soft and rubbery albino flesh that shoves up through the hole like a boneless jellyfish. It is also far larger than human; by the time the hand and arm have extended out to the elbow, its 6 feet tall. It sits there for a moment, fingers waving like anenome tentacles, and then strikes [2v9] [1v1] It lashes out like a striking cobra and closes its hand around your head and shoulders. Neither its crushing grip nor the sharp yank back towards the hole actually injure you, but you are at a very distinct disadvantage right now.
Try to find a quiet place nearby where I can set up my alchemist gear and convert that thaumic junk.
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:0
Ongoing effects: None
Inventory:
Box of Thaumic Junk
Small or rudimentary weapon (dissection knife): d4
Lantern
Alchemist’s Gear
Medium armor: d6
Sealer Suit: d4 (vs magic)
Magical materials: Vacuum!
Go with Darwin to find a quiet place and tattoo my word onto my skin while he's doing his alchemical thingamajing
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Mana: 0
Strength: d10
Speed: d10
Endurance: d8
Knowledge: d4
Will: d6
Senses: d6
Ongoing effects:None
Inventory:
Backpack
100 feet of rope
Bandages
Tattoo Kit
Medium armour: d6
Quality weapon (Spear): d8
Magic Material: "Wood"
You both head into a nice deserted alley and set up your gear. I need to know where on your body that tattoo is going, by the way.
The sifter says he'll give you the dust first, but only when you can produce the magnet immediately afterwards. He doesn't want to just let you wander off with it.
Moghorn will mix the gold dust with a little water to make gold ink, then turn a piece of steel (or some other hard magnetic material) if there is one available into a powerful lodestone. Or just create a small lodestone if that would be easier. Anyway, extract maximum gold using minimum mana from the panner.
After that, Moghorn will go to the cemetery, and look for guards. If none are present and he can get away with gravedigging in peace and isolation, he will go through graves until he finds the Atlas Vertebrae of a Third Son.
He will then attempt to climb the nearest mountaint to Schorl and obtain sufficient earth for his sculpture, keeping a lookout for snakes on his travels.
Name: Moghorn the Journeyman
Appearance: Fiftyish and very weathered. Moghorn spent his youth, adolescense, and adulthood travelling according to the voices in his head and the strange compulsions he felt. Then he stumbled across a magical spirit and gained magical powers.
Magic path: Servant Sculptor
Mana: 0
Strength: d6
Speed: d12
Endurance: d6
Knowledge: d6
Will: d6
Senses: d8
Ongoing effects: Has a spirit in him
Inventory: Mundane: Backpack, 100 feet of rope, Lantern
Great: Marsh Hog Leather Armour (d6 protection), Marsh Hog Bone crossbow (d6 ranged damage)
Grand: Spirit
Materials: "Grand Lode Stone" or rare earth magnet in our terms.
You take the bit of gold and use river water to make a rather shitty gold ink. Your spirit seems to accept it, but isn't terribly impressed. It gives you 3 mana.
[3vs1] You use 1 of your mana to summon up a bar maget about 2 inches long and 1 thick. You give it to the sifter and keep the ink for yourself.
You head for the tombs that the townspeople talked about. Its early evening at this point, and by the time you reach the cave with the bodies you find that there are several people there, making offerings both at shrines near the entrance and to individual tombs inside. No guards so to speak but it would be fairly obvious if you just went it and started rooting around in the tombs; at least right now.
"Hunuh, you mean the feet of those big statues? something else? could you point where they are?"
To the lakefront, near those big ol statues!
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.
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: Mesothorium, a town by lake Limus
Cabal: None at this time.
The spirit just laughs and says nothing useful. Apparently he finds this all quite hilarious.
You head south, following the river until it starts to break apart into the delta that fills Lake Limus. Right on the edge of the delta, as the river first starts to fork into its dozens of tributaries, you come across something. Its a group of people, about 20 or 30 in number, standing around the edge of the river, apparently talking with something in the water. You can't see what it is from here, the group blocks it.