Throw a mushroom in front of it and observe. Should the boar eat the mushroom, throw a few more in front of it and then jump onto the boar and embed my axe into its skull.
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
15 mushrooms
You throw a mushroom down at the boar. It watches the thing fall, not moving, and then looks back up at you with a contemptuous twitch of its ears and a snort.
"A waste." It says, its voice a rumbling growl with a hint of porcine squeal behind it.
Congratulate the woman on how well the operation went, and give her a (non-mana-draining) hug to welcome her back to consciousness. Get food together for a meal, and show her her new foot, and ask for ten gold, as the operation was complicated, but if she can't afford it or doesn't have it available, reduce it to five. If she can't manage five, discuss what I'd like to do for the rest of the day, and if she can help me with those attempts.
For the rest of the day, I'd like to try and earn some money directly with magic. Two things I want to test is if I can use 'Expand' on a pile of fish to create more fish, and if I can use it on some valuable object, like salt or something else. So head down to the fish market and negotiate to get paid for creating fish and salt in this manner, either with a merchant or a factory owner, or a fish boat captain. Agree to pay for any damages, should the spells fail.
(If the salt is normally used by brine, strengthen might be better to turn weak brine into strong brine, so use Knowledge to decide if that would be a better approach.)
If I make a deal, use a d8 and a d4 spell to create more materials, so I can judge how much extra is created by this method.
If I see any patients of mine, let them know I'll be open tomorrow and seeing more patients then.
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:
17 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 the 10 gold out of her, though it takes her most of the length of your meal together to pull herself together enough to really be called truly coherent. The sleep rendered her confused and drowsy for a good 45 minutes after she awoke but it seems to recede with time. You do some more tests on her foot now that she's awake and check that none of the nerves are damaged. Everything seems to be ok.
[7v4]
You find a fisherman who is coming in with a rather small haul and offer to enlarge it via magic, promising to take responsibility for any failures or damage.
[4v1][3v1]
You separate the fish into two equal piles and cast the first spell on the right pile, the second on the left. In both cases the pile expands as more fish seem to materialize out of thin air, though the one on the right roughly doubles while the one on the left goes up by only 30% or so.
Cool. How much for a set good for 5 uses that can handle most poisons/antidotes?
10 gold.
Ok for you if we say Darwin bought some of this before he left for Ecalir? If yes, buy 3 sets for 30 gold.
22:01] Radio Controlled: @Mr.Bones Quick Cabal question, if you don't mind: does Ecalir still have some time before he has to show up for his fight? If not, could he ask them to postpone the fight for a little while, maybe let some other fighters have a go first?
[22:08] Mr.Bones: How much time is "Some time"?
[22:08] Mr.Bones: 5 minutes? 10 minutes, an hour?
[22:09] Radio Controlled: I mean, how much time would he have approximately before he forfeits the match by not showing up?
[22:10] Radio Controlled: Aka does he need to leave for his next arena match RIGHT NOW or is there time for a few turns of dealing with the aftermath of the ambush?
[22:11] Mr.Bones: I'd say there's maybe 30-40 minutes till his match
Hide the headless corpse and the unconscious guy inside Darwin's dressing 'room', be sure to disarm/loot them. Then dissect the headless man in search of magics.
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 199 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
good history book
Ok with me.
You take the curved blade from the headless man and drag the bodies into the damaged stall. [3v5] You carve the torso of the corpse open and dig around in his guts for a few minutes before tossing a loop of intestine back into the cavity with a grunt. Nothing.
Tie up the unconcious guy's legs and arms. Then try and get him to wake up, slap his face or something. If he does wake up, ask him the following:"Little man, this is not your best day, yes? Who sent you to do this, and what was the big idea? Would your mama be proud of you, ambushing almost naked men in changing rooms?"
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: 21
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 bind the unconscious man up and then slap him a few times. He doesn't stir. You check his pulse at Darwin's suggestion and find it to be slow and relatively weak. Not the heart of a man dying, but he's definitely been drugged. They probably intended to knock you out with a sudden blow of that little blade and then take you when you were helpless. Cowardly, but effective.
"Idiots."
Flip them off. If they try to rush me smash the door in their faces hard enough to knock them out.
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign decent. 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: 0
Method: Flesh-Inscribing Channel
Materials: Lightweight, Explosion
Strength: d10
Speed: d6
Endurance: d6
Knowledge: d8
Will: d8+1
Senses: d6
Ongoing effects: Okay?
Inventory:
nothing!
[4v4]
You slam the door on the group as they turn to pursue you. You don't do it with enough force to knock them out but you do send them reeling back long enough for you to lock the door and trap them in the room. You turn from the door and check the hall; long stone corridor, similar doors down its length, lit only by torches and then only erratically. The hall to the left goes on into the dark and you have no idea where, but the one to the right ends in a staircase.
Okay, It looks like the Kaolin area then. As for information:
- Basic information (size, major industries, points of interest, cultural differences, main imports/exports etc) for Kaolin and the nearby towns/local area (Galena, Calamine, Barilla, Isinglass, Clyssus).
- Travellers' accounts of the surrounding region - experiences, hazards, wildlife etc. Note down any unusual equipment that it seems like they found helpful.
- Bestiaries of the region - look up any species of which little is known, as well as recorded wildlife to save me dragging them all the way back to Alkahest. (Speaking of which, borrow such a book to bring with me on my travels if possible. It'd save me buying one.).
(Spend as long as necessary doing so, coming back for the next day or two for further study if needed).
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
You find a book on Kaolin and search through it.
1.Kaolin is a temple city, almost entirely surviving on donations combined with selling services and knowledge rather than physical products. They grow food on steppe farms and import a lot of it in the form of tithes from nearby towns and believers. Calamine, Isinglass, and Barilla are all what amount to fishing and mining towns, living along the river, pulling their food from it and in imports from places they sell their harvested materials. Galena and Clyssus are both pure mining towns. Clyssus in particular is basically just a giant quarry and the source of a lot of the stone used in the construction of buildings in the kingdom.
2. For the most part the biggest hazard is the cold. Kaolin is at the peak of a mountain and the road going to it is minor compared to those crisscrossing the kingdom's more level middle section. There are reports of direwolves and archbears in the wild forests that spring up around River Ink, all manner of potentially dangerous cave dwelling beasts in the canyons cut between the mountains, and a rare form of undead called an "Awakened Walker" in the old places up on the mountain.
3. Archbears have never been captured alive, Awakened walkers never brought in alive or dead....well since they're undead its a hard distinction to make but...lets say Ambulatory or Still. Otherwise most things seem to have been at least brought in dead, most alive at least once.
...
Is that guy gesturing at Randolf or at me too?
step a bit away from Randolf, point at myself and tilt my head in a "do you mean me?" gesture, see if i'm indicated by the old man or if it's just the guy holding the sword that did the thing that the ?mage that conjured the monster? was gesturing at.
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.
Angrily gesture back at the old dude and point at the place the evil creature fell moments ago. There's a monster in the water, get away from the shore you fool!
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
When Randolf gestures at the water the man nods emphatically and continues gesturing for you to come to him. He ignores Nina, as far as she can tell, but does look at her when she points at herself. You can hear him shouting something...[5v6][1v5] Nina can almost make out..."-ossess...exor...."
"Musicians aren't needed! Now listen here you inanimate piece of parchment, the words "musicians aren't needed" aren't included in my musician's dictionary! Why, that's just absurd! Not needing any musicians. I outta give those folks a well needed tongue lashing. Why, I'll tell them to... tell them... um...."
Velis is going spend his afternoon thinking of witty retorts and insults to sling at the occupants of the mansion. AKA, wait until the guests start to arrive.
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 spend a few hours writing down oneliners, insults, and retorts until the sun sets and men and women start showing up. They're all...well they're well dressed but they have certain look to them. A sharp eyed dangerous look that you probably wouldn't see in normal nobles.
Start making my way towards the Alehouse
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 compass
You make your way over to the alehouse, carefully crossing rickety planks and crumbling dock until you hop over a hole and into the alehouse. The inside of the place is dark, lit only by sunlight leaking in through cracks, holes and spaces in the walls. The half of the building to your right, away from the door, has sunken into the sea and the entire building slopes down at a hard angle. A pool of absolutely pitch black water sits on that sunken side of the building and the compass points right to it.
All the furniture an items have slid either down to the pool or near it, forming a haphazard barricade at the edge of the pool.