Cha-ching baby.
Go meet up with Ecalir, then go collect our winnings. Keep an eye out for more shenanigans.
We bet:
-50 gold on him winning the last round
-25 gold on him winning the tournament.
I'm interested in getting a ranged weapon that can be used to deliver/apply poison to a target. What are my options here? I'm guessing that coating/filling bullets with poison isn't a very practical solution. Maybe a crossbow or blowdart gun? Or would blowdart-style ammo for my d8 gun be possible?
Also, yes, we gave contact information to Lup's character before he left:
Oh, and should we have to move on away from this town before you can return, we will leave word with this innkeeper, or another person in town, so ask around and come find us. You will be reimbursed for any difficult travel this incurs to you of course.
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 369 gold
BETS:
-50 on Ecalir winning his fourth 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
2025 gold from the long bet
30 total from the other. Odds were very much on him.
I mean, we could do poison bullets but their effectiveness would be a bit of a crapshoot. Your best bet might be a dartgun like they use to knock out animals, but with poison darts. Damage from it would be basically unimportant since it wouldn't be designed to actually harm anyone, just deliver the payload.
Ok.
I will give my opponent a friendly salute. Then I'll join Darwin in collecting his winnings.
If I can do so without getting seperated from Darwin, I'd like to see if I can buy the following here and how much they'd cost:
-Poncho
-Sombrero or similar hat
-Firearms. If no firearms present, go for (cross)bows instead. I'm aiming for a d8 weapon. Also check ammo.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10+1
Endurance: d8+1
Knowledge: d4
Will: d6+1
Senses: d6
Mana: 3
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
Gladiator Badge
Small golden sword replica
Pancho and Hat would be 1 gold. I'll assume they are bought.
d8 firearm could be a trenchgun, if you don't mind relatively short range. Here it would cost 30 Gold for the gun, and 1 gold per 5 rounds.
Treat the guard's wound so that he can rejoin the fight, then join the other guards in turtling and wait for the bandits to charge into melee.
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
2 gold
Shield
[5v2]
You Bandage up the guard's wound and then wait. After about a minute, shots start coming in from the flanks. The circled wagons provide some protection from those as well but not as much as from the direct assault, at least not how you're taking cover. You hunker down as best you can until the shots stop coming in. Two of the other guards are injured doing the onslaught but neither as seriously as the first. Things go quiet after the arrows stop falling, except for the shuffling of feet in the darkness.
Purchase chalk, vellum, ink and writing instrument for making maps, any currently existing maps of the ruins that are reasonable in price and not terribly suspect, and a crowbar. (3 gold according to discord chat)
Then sail to the ruins.
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:shiny thing)
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
crowbar
map(s) of the ruins
Lantern, Rope, chalk, vellum, ink, Backpack
(1) rolling horse toy
Gold: 5 2 after purchases
You buy your supplies and head out. You make it to the large northern cluster of ruins after about 8 hours of steady sailing. The ruins themselves are massive stone islands jutting out of the goo, most straight but a few at lopsided angles. On the exterior they appear to be nothing but enormous rectangular blocks of stone, with completely erratic placement of square, open windows. You circle the closest ruin until you find the lowest window, which is about 8 feet above the surface of the "lake".
That's probably good news. If there's no mind behind it, just some kind of instinct, that means there's nobody smart directing these people towards the lake.
Wait it out until morning. When the guy stops fighting for whatever-it-is, it's over, so head down to the lakeside and see what there is to see. Then question that man if he knows what's going on. If he's still fighting come daybreak, let him go, but follow him closely, preventing him from walking into the water or anything like that.
Oh, and make sure the temporary buffs time out. Do the ears stick around after the spell expires?
Japanese girl with a long black braid and a white and red dress with long gloves and stockings. Currently has pointy ears.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1
Will d10+1
Senses d8 (d10 temporary)
Items:
4 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: 2x d6 buffs to hearing. Will last several hours. Apparently resemble extra-wide elf ears.
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 temporary buffs disappear by morning, your ears returning to their natural shape. The man stops struggling and seems to "wake up" after the sun rises. The glowing orbs and the sounds stop too, maybe a few minutes before sunrise. When questioned the man has absolutely no idea whats going on, apparently the last thing he remembers is falling asleep in bed and then waking up here. He's an merchant though, come to town to do some business, not a resident. He can't tell you what is going on. You head down to the lake side and find several paths of overlapping footprints walking straight into the surf. No sign of bodies in the water, no sign of any foul play. No blood, no struggle, nothing. Its like a dozen people just wandered into the water.
"Think I'm going to add "exorcists" to the list of magic things I hate. So, are we ready to continue?"
Get back into the boat and wait for it to continue.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 7!
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
Uh...the entire point of this trip was to find an exorcist. Are you gonna try and find a different one? Return and try to fix things yourself?
"Argh! Fine then! If you're not getting out of my way, I'll just kill you."
Feint with the sword; agreesively moving forwards and forcing him to parry. While his blade is occupied by that, plant my free hand on his chest and pump mana into his body, creating a d6 cost explosion in his chest cavity.
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign descent. 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: 5
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
[8v3][3v1] [-1 mana]
You feint an overhead swing and as he moves to block you twist and step forward, placing your hand on his chest. There's a muffled WHUD sound inside him and you can see light flash up through his throat and behind his teeth. He staggers back, smoke leaking from his nose and mouth and then collapses to the ground, blood beginning to pour in a languid but steady stream from his mouth.
Well, killed that innocent man just protecting himself. Now what?
Oh wait.
Almost immediately after you murder that guy, a very large looking man in a nice suit steps in from the door across the room with an angry look on his face. He gets halfway through shouting someone's name before he sees you and his expression goes from annoyed to cautious anger.
"Okay; I'm not exactly a trained marksman so trapping it is. Will you help me?"
Trap this thing. Bear trap, net, the local environment, Grant's expertise. At least one of those should stick.
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 at start of journey)
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
Grant: 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.
[6v1]
Hmm. There are two methods of attack here. The bear trap would probably work of you can get a leg in it and its been very well secured to the ground. Alternatively, getting it in some sort of small ravine or somewhere you could either be above it out of range or in someplace it couldn't reach. Either way, this plan requires a lure. That could be you or Grant, or some of your iron rations. The rations are safest but if your plan fails it might eat the rations and get away. It might not step on the beartrap or might not be caught well enough to hold it. A pit trap is another possibility but...it can probably climb pretty well. All options are dangerous.
Grant recommends the bear trap and using him or yourself as bait. Its the most expedient, though also most dangerous method since failure means you'll be exposed.
Your choice.