What did it feel like to have that spell cast on me? What would I tell other people to expect from it, if I were to cast it on them?
Explain to my guards that we're safe here and I cast a spell on my ears that will provide notice as to what's going on. Ask the one of the two of them whom is more nervous for a hug so I can regain some mana.
Spend some time trying to figure out what's going on at the docks. If I can't figure out anything, and I have six or more mana after the hug, cast a second temporary d6 strengthen spell on my ears to stack with the first, and resume observation.
Stick out the night unless the situation changes, like a threat appears or someone is in obvious distress.
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:
2 mana
47 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.
Temporary Effects: d6 buff to hearing. Will last several hours.
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.
The failing spell effectively just unfocused your eyes for a few seconds and then filled them with sparkling floaters that quickly disappeared. You didn't feel anything really. The successful one felt like you had suddenly removed earplugs or gotten water out of your ears; things that had once been muffled or indistinct are now clear and things you couldn't hear before are not audible, if not perfectly so. There wasn't anything in terms of visible results from it, except the sparkles but you're not sure if that was just in your perception or in real life.
They're both pretty nervous but you choose the one you think is the most so. You drain 6 mana from them with a hug.
[5v12] You cannot guess whats happening out there other than its probably magical. [6v4] Your ears actually change physically this time, becoming almost cat or dog like, cupping into a funnel of sorts that moves to point in the direction you want to listen without you really thinking about it. (d10 senses)
You sit and listen for the rest of the night.
[10 v 5]
You think the sounds are coming from individual things, balls of light that you see pass by every so often at pretty high speed. You hear doors open and close, hear things enter the water, hear foot steps move down towards the lake. You'd judge that people are leaving their homes and walking into the lake.
Can I perhaps find any other pictures that could shed light/put into context the burning arena pic?
If not, read in my history book a bit about that coup that killed the king's mother and sister.
Occasionally look up and scan the crowd for any nefarious fiends trying any monkey business. Similarly, if anything weird happens during the match, look around for potential hidden mages doing their mage thing.
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
Curved blade: d6
Icepick: d4
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 169 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
set of ingredients (plants, chemicals and the like) for making poisons or antidotes (15 uses left)
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
No...they all seem unrelated...or at least they are to your eyes. If its anything like most prophecy it will only be annoyingly obvious AFTER it happens.
Apparently a group of nobles with backing from a few of the merchant guilds tried to take over. They offered a variety of reasons but most agree it was mostly motivated by greed- the king had leveled taxes they didn't like. They a killed the Royal Mother and the Princess who were outside the castle walls before moving in to try and kill the king. Apparently the survivors of that fight were captured, ensorcelled, and thrown into the volcano beneath the city while alive. They are apparently still down there, burning and regenerating in equal amounts, trapped forever. The supporters of the coup were mainly just burnt alive in gibbet cages and left along the main road of the city as a warning. Of course no one knows what happened to the heads of the guilds at the time; they vanished never to be seen again. The only hint being that when the king declared the crimes of the treasonous men he read the speech from a velum scroll that, apparently, bore a discoloration in the same shape as a birthmark one of the guild masters had.
Grab the guy and drain a bit of his mana, while holding him in front of me. Examine the room.
"Would any of you happen to know who is in charge here? I'd quite like to punch them in the face!"
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-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10
Speed: d6
Endurance: d6
Knowledge: d8
Will: d8+1
Senses: d6
Ongoing effects: Okay?
Inventory:
Needlessly ornate painting guardian sword
You walk forward and grab the man's head, fingers spread across the top of his skull. You tear 5 mana from him in a spray of blue sparks, his body spasming as you do, and then transfer your grip to the back of his neck. You jerk him up to his feet and hold him in front of you. You question the captive audience and almost immediately after you ask them, someone from a connected room yells "Velis Yeslerp, come forward!"
No one else speaks.
"It's only fair for me to demand more, since the boar is way too dangerous compared to what the bounty is worth.
But I do realize that you're a very resourceful person and that you're bound to come across a hapless fool who's all too eager to commit suicide in the hopes of collecting a meagre bounty."
Tell the locals about the boar and its demands, sell my mushrooms and search for a group travelling to Fearce, preferably a caravan that is looking to hire a guard for the journey.
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
14 mushrooms
You shrug and then leave. You stop by the local tavern and let everyone there know about the boar's conditions. They don't seem particularly happy either, considering you're taking 2/3rds of their possible profit and food from them but whatever, not your problem. You sell your mushrooms (2 gold) and look for a caravan heading to Fearce. There are a few. One goes fairly straight, the others go on more meandering or cyclical journeys to hit up other towns on the way. The longer ones pay more.
"Go away, ghost! You're already dead!"
Hit the dude in the head with the ice club. Not too hard, to avoid killing him.
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
[3v4]
You charge in, ready to beat the man in the head...gently. When you get within 10 feet you make a flying leap and his body suddenly uncoils like a spring snapping loose, his hand lashing out with brutal velocity. [7v2] He backhands you a good 15 feet, nearly off the side of the boat, but you land in a roll and you're back on your feet in an instant. The possessed man is already moving towards you, skittering forward like a lizard on all fours.
Close with the spear and impale it.
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
[2v5] You charge in and mount the ring of debris around the water, moving to impale the beast. It lashes out with one tentacle and catches you by the leg. [7v6] it pulls on you brutally, yanking and ripping, trying to pull you down into the water. You plant your feet and the spear and hold your ground, just barely.
Contemplate which would be easier: to use magic to clear the flux from my face so I can see where I am going, or to use magic to sense where my boat is on the flux.
Cast whichever spell I consider easier. On success, board Catamaran.
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: 5
Materials: Porcelain, Black Flux
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: a toy (probably a specific kind, but she is being vague))
Currently hosting a Scarab ghost in muh brains. (Currently wants a religious relic that has been buried with the dead for some time)
One catamaran sailboat
Ghost Charm
Doctor's Kit
Lantern, Rope, Backpack
5 gold
Cleaning is better than sensing for you. [2v3] That was a d10 roll for you too. Vs a d4. You attempt to wipe the stuff away with magic but only slop it around on your face, effectively doing nothing.
Hired, then! What is his name? And does he have any advice before we set off?
Make some final purchases:
- glass vials (5G)
- net (2G)
- bear trap (3G)
- 6 person weeks of food (or less(6*7=42 S) ((10 Gold per silver, right?))
- Stout stick (d4) (5 S)
And then, if there's nothing else to do, Let us be off!
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 (-)
Thick winter clothing (d4)
Stout walking stick (d4)
Hunting rifle (d8)
Backpack
Lantern
Tent
Climbing gear, 200ft rope
Spyglass
Iron rations (6 person-weeks)
Net
Bear Trap
Box of thaumic junk
Empty book and ink pen
Alchemist's gear
Glass vials, box
Urn w/ ashes, bound for Kaolin temple.
29 Gold
3 Silver
Companions:
Familiar: A small crow, which shares its master's inquisitiveness.
Strength: d4
Speed: d8
Endurance: d4
Knowledge: d6
Will: d6
Senses: d8
??: A mountain trapper who lost his wife and child to an avalanche. He is...withdrawn, quiet, terse and seemingly quick to anger if asked repeated questions.
His Name is Grant and he says you should keep on the roads when possible. Also wolves hunt in packs. Weird.
So there are two options of how to go until you hit the mountains. You can catch a ferry in Mofette and head up river Hartshorn to Schorl. From there you would have to cross through valleys to Isinglass,then up the mountain to Kaolin. Its faster but you have to pay for the ferry, about 15 gold. The second option is to take a longer, on foot path and head along the ring road and then up to Crocus and over to Lunare, then up the river to Calamine, before hiking up the mountain to Kaolin. Thats free and you spend less time in the wilderness, off roads.
Écalir adresses his opponent.
"You know I was attacked during my preparations? I am assuming either by you or whoever it is who owns you. You are a disgrace to warriors everywhere. Regardless of the outcome of this fight, your honour is tainted beyond repair.
You dissapoint me. And you dissapoint you ancestors. En garde."
Play it defensive for now, stay out of his reach. See if he cares at all about what I said.
Dodge and riposte should he attack.
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 don't get through even the first sentence before the man attacks, preempting the signal to begin by a good half second.
[12v8]
You don't dignify it with anything fancy. You slap the thrust- one clearly designed to kill, not injure- away with the haft of your spear and then snap your weapon into his face, slapping him with the edge of the spear's blade. The spear isn't designed for slashing so the resulting gash is more of a result of the thin metal ripping open the flesh along his cheek bone than cutting it. The man staggers back and then locks furious eyes on you. The referee shouts that the match has been concluded and the man glares at him with equal hate. Then, after a moment's hesitation, the man charges you again, the point of the spear aimed at your belly.
A mysterious intruder! I got to do something Velis thought.
Velis stands up,his face cloaked with grim determination and says.
"I-I-I gahuh uh-mu mu muhmeeee!"
Velis is gonna puss out like a bitch.
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
Meow?