"How about I leave this Doctor's Bag here as collateral? You get a share in whatever loot I find out there."
Bargain. If the bargain fails, investigate some abandoned buildings - in particular any associated wit hthe old logging operation. See if I can find some spiders. See if the Littlest Shepherdess likes spiders. If the bargain succeeds, row out toward the Ghost Signal.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 0
Materials: Porcelain
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: a cute animal)
Ghost Charm
Doctor's Kit
Lantern, Rope, Backpack
He says he'd be willing to trade for it, but he doesn't really do rentals. Not a lot of demand for such things, ya see. However, does offer to let you work at the shop, making boats and give you one of the boats you make as compensation. You tell him you'll think about it and then head off to look around. You look for buildings associated with the logging operation. There's a saw mill on the edge of town, now partially buried and clearly left vacant for a long time. Giant circular saws and other such automated cutting implements sit unused but strangely unrusted. You look for spiders and can't find any. Huh, how odd. Doesn't seem like the sort of thing the Shepherdess would like regardless.
Head to sleep, and see if the surgery is a go for tomorrow.
Japanese girl with a long black braid and a white and red dress with long gloves and stockings.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1
Will d10+1
Senses d8
Items:
10 mana
37 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
Hat
Sun Goggles
Surgical Tools
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand.
Location: Lunare
Status: Fine. Burn scars on arms.
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.
You get a good night's sleep and then head back to see your patient. She agrees to the surgery, though you can tell she's still pretty darn nervous about it. Not unreasonable, really, all things considered.
Check the compas to see where in the town it’s pointing. After I have a heading, I’ll check the cliff side to see if I could make my way down, if not, I’ll carefully walk down the switchback.
Name: Venandi
Appearance: A cryptic figure, wearing a solid bone mask, and covered head to toe in furs and leather reinforced with bone, antler, tooth, horn, and all other manner of once living material. Upon closer inspection, one would notice that this figure has hundreds of beads and talismans, again made of bone and like materials, threaded on as well. This person also carries a wicked barbed spear, that seems to inflict pain just by looking at it.
Venandi is a hunter, once scouring the lands for greater and mightier beasts (and men) to fell. Venandi now uses their skills just to survive; but is always looking for path back to glory.
At one time Venandi joined a Cabal, and was known as Zamia the Lost. That time is now as lost as the the rest of the past. And that name is now as forgotten as Venandi once was.
Magic path: Hunting Gut-reader
Materials:
Rope
Diamond
Mana: 5
Strength: 1d10
Speed: 1d6
Endurance: 1d6
Knowledge: 1d8
Will: 1d4
Senses: 1d10
Ongoing effects: N/A
Inventory:
Barbed spear (1d8)
Hunting trophy armor (1d6)
Atlatl and javelins (1d6)
Backpack
Bandages
Box of thaumic junk
10 gold
Map
Magic compas
Hard to tell exactly where its pointing to from here but it seems to be somewhere in the rough center of the town. Admittedly the town is not a nice symmetrical shape so saying its in the center is a bit wrong. Its in the largest cluster of still standing buildings. The cliff is pretty damn shear, there's no natural path down, though you might be able to rock climb down; the wall of stone is rough and covered in tiny crags and holes that could act as foot and handholds. It would be a dangerous thing to do but...it might be better than the switchback in some ways. If a switchback stair breaks you'd probably just plunge to your death where as a climb would at least be under your control, for better or worse.
You check around and find that the old cranes still have their braided metal cables dangling down to the town. Could climb down those.
Interrogate the local populace, someone might be able to tell me about the boar's whereabouts, or even be willing to guide me to it.
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: None
Mana: 0
Materials:
Shrink
Inventory:
War axe D8
Doctor's Bag
Leather armor D6
Bandages
Backpack
Lantern
You ask the locals, particularly those who head out into the marshlands around the delta, about sightings of the boar. They tell you that the creature seems to attack people harvesting naturally growing herbs, spices, and fungi from the delta area. You find one man, a survivor of it, who says the creature is particularly drawn to White-speckled mushrooms. He was harvesting them when he was attacked. None of them know exactly where the creature hangs out, it seems to have a pretty big territory, encompassing much of the marshlands.
head back to our rooms on the boat - why buy ones in town when we already have perfectly good ones there - and keep experimenting with aqua vitae until time to leave, getting a handle on how to use it to heal effectively.
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."
Location: Petunise
Cabal: None at this time.
You take the sword and return to the boat, testing out the blade's healing properties. You learn to restore plants easily but in order to learn how to heal with it, you'll need to practice on actual injuries, which means you need to try and heal injured people or animals. You either need volunteers or...well your arm is still very much injured and Randy still has a hand shaped burn on his face. Either of them would be good tests of the sword's power.
Let Nina continue experimenting on the weird sword. Rest at the room I payed with my money.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 2!
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
You both spend the night in your respective rooms and then you head back to the room on the ferry.
The ferry pushes off in the mid morning and continues on up towards Ulmin. You're about halfway there when the ferry stops. Its about as sudden a stop as a ferry can make and even though it takes maybe two minutes, its still oddly jarring. You both head up on deck to see whats going on and come across a very odd sight.
A woman, very pale, very slender, dressed in nothing but a white nightgown, is gliding along the water towards the ship. Well...gliding is perhaps the wrong word. She is moving very quickly, faster than most men could run, and in a way that makes it look like something in her chest is dragging her forward in a strangely graceful way. The tips of her toes slide along the top of the water every so often and she gives the impression of some sort of fae ice skater. It would be very beautiful if not for the expression she wore. Her face is distorted into inhuman proportions, her mouth widely grinning with a double set of enormous canines that are so large and sharp they have split both her upper and lower lips and left thin trickles of blood on her chin. Her eyes are wide, too wide and large, with solid black irises and a maddened glare. Her long tongue lulls out from between her teeth and trails, wriggling insanely.
How do you want to do that? There's no public libraries around here, no easily accessible research material. You'd have to either buy books or find someone with a personal library and look it up. Else just find someone who knows the story and history better than you. Maybe a bard would have stories.
Could you at least tell me what Darwin knows already?
Yeah, go shop around for a good history book, and/or one on the specific subject. How much gold?
If I wanted to buy a large collection of herbs, chemicals and the like for the purpose of making antidotes and poisons, how would you propose we go about that?
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: 22
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Inventorydissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
gun: d8
9 smokebombs
Medium armor: d6
Ecalir's old armor: d8
Sealer Suit: d4 (vs magic)
shield (+1 to protective rolls from armor)
Alchemist’s Gear
250 gold worth of precious gems
Sack of jewels worth 209 gold
BETS:
-50 on Ecalir winning his third match
-25 on Ecalir winning the tournament
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 Loaned to Lupanian
Doctor's bag
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
good quality book&pen
He knows that some time in the past, a group from the east known as the Artifacters invaded. They used machines instead of magic, automatons and warrior clockworks and zeppelins, and swept in towards the capital after sacking several cities. The King brought forth the volcano in which the capital sits as a defense- a tower and wall in one- and then rode out with his army. The artifacters were repulsed, pushed back in a running battle that eventually ended at the Artifacter grave when the King incinerated them.
The statues were erected sometime earlier, apparently depicting the mother and sister of the king. As far as you've heard, at least.
A good book on history will be 10 gold.
Well, there are a few ways. The easiest is just to buy them up from places where they're common. Mesothorium for herbs and such, Fearce for chemicals. Alternatively you could go find a pharmacist and buy out his stock.
Frick's growing excitement is obvious as he enters the room, glancing around at the papers and specimens before his eyes settle on the lady.
"Oh, er, um, hello. Frick Varmer, delighted to make your acquaintance."
Go in, then, and see what she wants from me.
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: 0
Stats:
Strength: d4
Speed: d6
Endurance: d8
Knowledge: d12
Will: d8
Senses: d6
Ongoing Effects: None
Materials: Alcohol (d12)
Inventory: pointy hat (worn), box of thaumic junk, empty book and ink pen, alchemist's gear, 100 coins. (Carrying: alchemist's gear, book and pen)
Familiar: A small crow, which shares its master's inquisitiveness.
Strength: d4
Speed: d8
Endurance: d4
Knowledge: d6
Will: d6
Senses: d8
"Marshall. Green Marshall" she says, apparently the only greeting she believes is needed.
"You have any specimens? Rare things? Preserved animals? Knowledge of them, even? I am collecting them. Documenting. Finding commonalities. Attempting to uncover the first animal."
"Cowards! You sneak up on Écalir like thieves in the night! Why do you do this? Speak!"
If any of these four goons make a suspicious move or try anything other than speaking, throw the spear I'm still holding at the center mass of the one holding the purplish icepick.
If this does not deter them, crouch into a defensive stance with the two handed sword I picked back up again last turn. Use the word strong acid to spray the remaining assailants once they get close enough to turn it into a str spell. I'm aiming for a D10 spell here.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10
Endurance: d8
Knowledge: d4
Will: d6+1
Senses: d6
Mana: 20
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
InventoryQuality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Fitted armor: d8
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
250g worth of gems
doctor's bag
You get as far as "Like thieves in th-" before the one with the icepick takes a swing at you, trying to bury the icepick into your ribs.
[10 v 5]
You plant the butt end of the spear onto the ground and let it go. As the man comes in, you catch his wrist in your right hand and his elbow in your left. You turn the blow easily, forcing his elbow to bend and his wrist to twist, jamming the blade straight back into the man's chest. You finish the movement with a bit of a shove, to push him back away from you. Then you grab the spear again, before it can fall over. The entire action takes maybe a second. The man stumbles back, seemingly confused, and then drops to one knee. He clearly didn't mean to, his legs just went limp on him. Within maybe 5 seconds he has collapsed to the ground. Its quite a surprise to you, knife in the chest or not people generally don't go down so fast. Must have something to do with what was on the blade.
You shrug and turn back to the others, slowly lowering the spear to point at them. Then don't lower their own weapons or retreat, but they do back up several feet and look extremely nervous. This was clearly not how things were supposed to go.
Are there any bounty boards in the city. If so, see if there are any jobs that are in need of a musician.
Name: Velis Yeslerp
Appearance: A man on the cusp of adulthood. His hair is slicken back, his lizard scale jacket, unbuttoned. He walks with an air of confidence.
Magic path: Servant Sculptor
Mana: 0
Strength: D6
Speed: D6
Endurance: D6
Knowledge: D8
Will: D10
Senses: D8
Ongoing effects:
Inventory:
Guitar
Rusty Dagger-d4 attack
Lateran
Lizard Scale Jacket-d6 protection
Ghost Charm
4 silver
Inhabited by a spirit which he calls Priscilla. It manifests not as a tangible form, but as a presence around Velis. Background noise gains a musical rhythm, people close to Velis may feels a tingling sensation in their extremities, and other spirit related happenings.
Spirit Quest: Find a nice instrument for Priscilla
Sculptor Quest: Wood from a tree that grew in a battlefield, The Achilles tendons from 6 different men, six human teeth, a fragment of sword blade, and a lacquer made from the sap of a Wormwood.
Materials: Lightning
You check the bounty boards...hmm...well there's a job for musicians at some sort of party coming up. It appears pretty swanky but...oddly they're not using the guild? Hmm.