Keep a strong front on things, and ask the two attendants if they could find the anger tortoise and bring it back here, carefully, for me to use as a mana source for one more attempt to heal the girl. If they do return, do so.
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+1
Senses d8
Items:
2 Mana
113 coins (gold)
Backpack
100ft Rope
Waterskin
Compass
Hat
Sun Goggles
Light Armor: The outfit, naturally.
Materials: d12 Ape, d10 Sound.
Location: Crocus
Status: Bandaged burned hands.
You make your excuses, tell them that this is a particularly difficult case and that you need to prepare something before taking another shot at it. You step outside and ask your attendants to bring the tortoise back. They do so, though it takes a bit, and set it next to you. It squirms and tries to bite you in its lethargic way. You get behind it, where its long questing neck can't reach, and hold onto its shell. You take a deep breath and open yourself to its power, reaching in to take it. Again, its like thrusting your hand into a fireplace to take out a coal. You drag out 20 mana but burn your hands again, further up the arm this time. You quietly swear and cry as your attendants remove the blackened old bandages and wrap your hands and arms in new ones. You leave your fingers limp, moving them feels like it tears the skin off, and return to your patient. They are obviously surprised when they see you; the bandages are clearly more extensive now and you're probably pale and tired looking. You don't bother to try and explain it away; instead you sit down near the head of the bed and lay the newly bandaged hands on the girl's throat.
[6v2] [-2 mana]
Again you push the magic in but this time something is different. A resistance, like a cork in a bottle, holding you back, actively struggling against you. You push, slow and careful until the resistance gives way. From the girl's throat, something emerges. Magic. It sprouts like a sapling of words, cuneiform you don't recognize, branching and blooming. They bore themselves into your hands and race up into your mind.
You have learned
"Grow", "Strengthen" and "Expand" (d12)
Go back to the town. Ask for a boat made of lead. Or made of anything else if that would be easier to get to the lake. Pay in cash if necessary.
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.
Wears: travelling robes, longcoat and bandit hat
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
Inventory:
Lodestone
111 gold coins
Camping Gear
Five days of supplies
Mundane: Backpack, 100 feet of rope, Lantern
Repeating Rifle + Ammo
Three good size sacks worth bandit blood
Great: Marsh Hog Leather Armour (d6 protection), Marsh Hog Bone crossbow (d6 ranged damage)
Grand: Spirit (Wants stone guide from the towers around Kaolin)
Sculpture needs: You need a mummified heart, serpent's venom, A hollow glass orb, the fresh eyeball of someone with royal blood, and a map showing a place that no longer exists.
Sculpture:
Flamethrower RodSculpture:
Bloodmagic GemMaterials: "Grand Lode Stone" or rare earth magnet in our terms
WaxCopperDirt
Fire
Snake
Black FluxBloodLightningCrystal
Sharp
You walk back to town and ask the people at the mining office for a boat. You initially ask for a lead one but when they tell you that it would weigh dozens of times your own weight, you decide to instead ask for a wooden one, a long wooden rod, and a paddle. The slap one together quickly, effectively just using a door and adding some low walls to it. They've got some experience in these matters, apparently; they have to get to the lead to mine it so they know methods to do so. The boat they give you isn't pretty, but they promise it will be effective.
"I am a doctor of men, if you would permit it, I could attempt to see if the treatments I would use on a similar-seeming wound on a human would aid you. If not, do you have a plan or desire? You said that the current state of affairs cannot continue, and I agree."
ask
"If you can remove this blade" he says, indicating the sword, "I may free myself and leave. I know not if any human in these latter days can do so though. Though your fore-bearers were born of divine blood, it has been divided countless times. Mayhap you still have the strength. Try if you desire."
Randolf can't contain his frustration anymore and shouts to the priests.
"Maybe if you hadn't been so bloody confusing, this wouldn't be so distressing! Drop the cryptic trash and explain: WHAT'S. GOING. ON. Who are you people? Why there's a temple underwater? What's going to happen to the healer? Who's the guy sitting on the throne? Why there's an impaled guy sitting on an underwater temple with a fish cult? HOW CAN EVERYONE TALK UNDERWATER?"
Why does everything has to be so confusing? I need answers! This is exactly why I hate mages and everything related to magic. I wish I could break them like the magebreakers, but I haven't had any chances to join their ranks yet.
...Alright then. I guess I'll watch what happens with the girl. I don't know what I should do if anything happens, though. If something weird or strange happens to her, the priests or the impaled man, I won't react. If something affects me directly, I'll move away from the source. Also attempt to understand the situation I'm currently in.
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
4 silver coins
Doctor's bag
Air bladder
The priest smiles his smile, though there's a subtle shift in it. Before it was obtuse, false, a guise to hide behind. Now there is malice in that sharp toothed grin, malignant joy.
"My my, I was hoping we could get the drop on you both and have the sacrifice done quickly. But it seems you're both too nosy for your own good."
The priest and the men with him pull weapons from their robes; wicked looking blades with tips that curved into a barb, like a fish hook.
"Now, turn around and return whence you came, to the god's chamber. It would be a waste to spill blood here."
"Sure thing."
Give Darwin all of my mana for now. Then follow his instructions when it comes to the teleporting map thing.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Mana: 20
Strength: d10
Speed: d10
Endurance: d8
Knowledge: d4
Will: d6+1
Senses: d6
Ongoing effects:None
Inventory:
Backpack
100 feet of rope
Bandages
Tattoo Kit
Medium armour: d6 (damaged)
Quality weapon (Spear): d8
250g worth of gems
Longsword with glowing runes (?)
Springy metal weapons (?)
Tattoos:
left Arm: wood
Right arm: Insect
Stomach: Strong acid
Chest: White Phosphorous
Left buttcheek: Electricity
Right buttcheek: Lightning
Done.
"Ecalir, Can I loan all of your mana for a moment, in case the teleportation takes a lot? I'll give back some afterwards."
Take Ecalir's mana, then rest up for a bit, before filling any remaining receptacles we have with some of that imp fat.
Then, once Behiar has rejoined us, it's time to leave this dump. We'll be using the glass map to try and teleport out of here. Try to choose a destination spot that is safe and predictable, in the sense that we won't end up telefragged into something or appear 20 meters in the air somewhere. If possible, try to end up somewhere near the town we started at, but safety takes priority.
Make sure that all of our stuff is firmly secured to our person before we leave. Then, hold the map in my hand and give it as much mana as it needs for the teleportation. Everyone who wants to come along is to grab hold of Darwin tightly.
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: 26 (+10 from Pan maybe)
Ongoing effects: None
Magical materials- Vacuum!
- Reanimate
- Sharpen
- Viscera
- Diamond
InventoryWeapons
- dissection knife: d4
- long sword with glowing runes
- 6 weapons (2 knives, 2 swords, 1 warpick, 1 halberd)
Armor
- Medium armor: d6
- Sealer Suit: d4 (vs magic)
Alchemist swag
- Alchemist’s Gear
- 250 gold worth of precious gems
- sack of jewels worth 750 gold
- a crystal skull of some sort of big toothed cat (30 mana)
- an ingot of platinum (40 mana)
Artifacts
- A glass slab with a topographical map of the kingdom carved into it
- a bottle of glowing blue sea water
- a glass orb with a barely visible lotus inside of it
General adventurer crap
- Zomboraptor head
- Lantern
- several hundred feet of rope
- climbing crampons
- a grappling hook
- iron stakes
- net made of rope
- vial with imp fat
You take Eclair's mana and then fill several bottles with imp fat.
You get all your belongings, all the plunder and riches and supplies, in a pile and then gather around it. Everyone makes sure to have their hands on you and to be touching the goods. Don't want anyone or anything left behind after all this. You pull out the map and place a finger on the surface. Immediately you can see that place in your mind's eye, section of stone path just outside of Glucinum. You make sure everything is as it should be and then focus on that point. [-5 mana]
As soon as the mana leaves your body the world begins to change. A slab of glass seems to rise up under your collective feet, lifting you into the air. Other pieces of glass, each huge and oddly shaped, careen in out of nowhere at high speed, only to rapidly slow down and stop as they reach you. At first these pieces seem to just hang in air haphazardly but as more come, they begin to fit together, forming a crystallize capsule. More pieces come, orbiting the center, moving like gears in clockwork, the entire thing forming some kind of arcane apparatus that you cannot understand. The pieces spin faster, the capsule rotates on its axis, everything becomes a glittering blur of movement as your flesh goes translucent and glassy. A low thrumming note rises into a high pitched whistle. The world around you rotates into an unrecognizable smear.
And then everything stops all together. No slowing, no gradual loss of motion. An instantaneous stop. The glass capsule shatters, but not just the capsule, the world outside it as well. Everything breaks apart as though the whole world was simply painted on the inside of an eggshell, now being broken in. And beyond that shell, lies the stone path. The shards fall and break into countless smaller pieces until nothing of the cave remains. Now you stand on that path, outside Glucinum, the world unbearably bright to your cave acclimatized eyes, the smell of fresh air and the sound of the rivers and whirlpools so overwhelming that everyone staggers and covers their heads with their hands. The momentum of the move seems to come all at once, an overwhelming vertigo that passes in an instant but still leaves everyone on their knees.
"Next time" Rufus says, gasping "I think I'll walk."