"Sure, I accept the job. Do you want her alive or dead? Be specific.
And if she turns out to not be a wizard, I will request extra payment. Not in gold, just something that is alive and has magic."
Accept the job. Ask them if they know where is she now or anything I should know before fighting her. Once I'm ready to go, make sure I'm wearing my Sealer Suit and I have my shield and wooden club prepared for combat.
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
Shield
Wooden Club D6
Backpack
Lantern
100 feet of rope
"Alive would be best, but if that is not possible, we will not complain."
They smile widely at that second request "Oh yes, of course."
"Currently she is awaiting being ferried into the depths. For the moment, she is in her lodgings" The give you an address "Do not attack her unless she breaks from her agreement or attempts to flee. Understand?"
I'll begin helping the man immediately, but I'll also be noting what the men who drop him off look like, and would prefer to question them a little before they go. If they choose to just walk away though I'm not going to try to stop them.
"Wow. Sirs, what happened to this man?" I ask while grabbing my supplies and getting to work on making sure the man ends up okay.
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.
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: Phaganeda, a town on top of lake Limus
Cabal: None at this time.
The men look...you're noticing a pattern here. You're pretty sure they're church thugs; they've got the same fishy brute appearance as the others and they refuse to say a word to you or even slow down as they leave.
You shrug and patch the man up. He's black and blue and bleeding but not seriously injured as far as you can tell; just going to be extremely sore. You put him in your bed and he wakes up an hour or so later with a startled scream.
Draw my first sculpture, and show it to the man. Slide it across the ground to him. Say nothing. When he bends down to examine it, shoot him with the crossbow.
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: 5
Strength: d6
Speed: d12
Endurance: d6
Knowledge: d6
Will: d6
Senses: d8
Ongoing effects: Has a spirit in him
Needs:Some Black Flux (Fuel in Fearce, also naturally sourced), a lot Human blood, Alchemist's tools (just buy), A gallon of mercury (free near Pillars of Lead), Contained lightning (Fearce Battery), a fist sized crystal (Try science crystal before magic)
Inventory:
Lodestone
11 gold coins
Camping Gear
Five days of supplies
Mundane: Backpack, 100 feet of rope, Lantern
Great: Marsh Hog Leather Armour (d6 protection), Marsh Hog Bone crossbow (d6 ranged damage)
Grand: Spirit (Wants stone guide from the towers around Kaolin)
Cheap Alchemist's Tools, ample Black Flux urn, fist-sized raw crystal, fist-sized lightning battery.
Sculpture:
Flamethrower RodMaterials: "Grand Lode Stone" or rare earth magnet in our terms
Wax
Copper
Dirt
Fire
Snake
You Pull your sculpture from a pocket. The man draws a black powder pistol at the same time and fires before you can continue with your plan.
[10v9]
You duck to the side the instant before he pulls the trigger and hear the bullet hiss over your head. Before he can draw another pistol, you fire your crossbow.
[11v7]
The bolt catches the man square in the chest and he takes off, running across the sand for maybe 15 seconds before he slows, drops to his knees and the falls to one side.
Take a look around the wilderness around the town some. See if I can fix up a building enough to hang out my proverbial shingle.
Saeko Hirahara
Japanese girl with a long black braid and a white and red dress with long gloves and stockings.
Invoking Empath
Str d4
Speed d8
Endurance d10
Knowledge d4
Will d10
Senses d8
Items:
11 Mana
113 coins (gold)
Backpack
100ft Rope
Waterskin
Compass
Hat
Sun Goggles
Light Armor: The outfit, naturally.
Materials: Ape, Sound.
Location: Crocus
You leave the group and wander around the outskirts of town a while, poking about in the ruined buildings. Its an odd experience, walking in the semi-dark through abandoned rows of homes as the noise of the main street drifts in. Its almost like hearing the ghosts of this place, of laughter and talking muffled by time but still echoing. You find a single story home that looks mostly intact, save for some broken windows and a porch that has been effectively disassembled for wood.
You look inside and find it completely empty of furniture or belongings aside from some useless and valueless debris.
Holy shit that actually worked. Well then, grab the other net and throw that one over the monster as well. Only throw it if I have a more or less unobstructed shot however, don't wanna risk entangling allies.
((Zombrodino rolls: 8, 8, 2, 1, 8. PW, did you break out the old Xan dice again?))
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:
Small or rudimentary weapon (dissection knife): d4
Lantern
small amount of thaum
Alchemist’s Gear
Medium armor: d6
Sealer Suit: d4 (vs magic)
several hundred feet of rope
climbing crampons
a grappling hook
iron stakes
Magical materials: Vacuum!
[5v7] The other net is far larger and heavier, making it much more unwieldy. You give it your best shot but your throw only just hits the creature's tail and the net slide off the stony flesh without catching.
Get up and start poking the beast with my spear in whatever soft spots I can find.
If I can't find any, try and find myself a large rock to smash it with, but do it from behind it and don't get too close.
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
Tattoos:
Arm: "wood"
You find it, unironically, quite hard to find a soft spot on a creature made of rock. So you instead go the caveman route and grab a good, semipointed stone from the cave floor.
[9v5]
You charge over and, with a flying leap and an appropriately mad scream, bring the stone straight down on the creature's neck. The blow shatters the fossilized vertebrae and the head and a piece of the neck tumble to the ground. The body instantly stops moving and seems to harden into place.
"I'LL CRUSH YOU INTO PEBBLES!"
Hit beastie with hammer!
Name: Behiar the Scribe
Appearance: Green coveralls, blond hair in a bun, dark eyes and pale complexion. Adventure often leads to death and glory! Better than sitting around doing nothing, ehe.
Strength: d6
Speed: d6
Endurance: d4
Knowledge: d8
Will: d6
Senses: d4
Ongoing effects: Warm!
Inventory:100 Coins
Sturdy backpack
Oil lamp
Book & pen
Rock hammer (
)
[2v1]
You switch your target to the still writhing head and bring your pick straight down onto the top of the thing's skull. It doesn't shatter but the pick's point sinks a good 4-5 inches into the top and the creature freezes. You're not sure how, but you can instantly tell that whatever life this thing had, it doesn't have it now.
THE FOSSIL VAMPIRE IS DEAD! (again).