The sword on the other hand is just a gold trinket and would probably be worth its weight in gold (Har Har) or a fair bit of thaum. Maybe 300 or more in gold.
How much thaum exactly? To know if we should sell it and cook the proceedings or cook it directly.
The sword isn't enchanted but there's something about the pin. It seems to carry an enchantment but it doesn't feel like a tracking spell. Maybe some proof that the pin is legit?
Look into this, try to figure out what enchantment there is on it and how exactly it was put on.
Go check if that guy cutting up monsters for the arena has any beasties available.
If I were to follow up on that “pay hobos for some of their blood” deal from before, would it be possible to add some preservatives to the blood so that I could use it in the future to help with reviving a person (I know fresh blood will always be better, but that won’t always be easy to get)? Or would blood like that be useless?
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: 32
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
2224 gold
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
350 gold worth of thaum. However much that is, I can't remember the conversion rate I gave you off the top of my head.
[1]
It looks like some sort of sound magnification spell. Must be for all those speeches he'll be making.
None yet, apparently they're still gearing up after the gladiator matches.
Preservatives are...well such things don't even exist in our world, outside of refrigeration. So I would say you'd have to use magic. Or ice.
Fuck it indeed. Rifle for 40, 50 shots for 10 gold.
And yeah, I'm pretty sure we took those tablets with us.
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: 8
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
InventoryLever Action Rifle: d8, 5/5 magazine, 45 spare bullets.
Quality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (5/50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Poncho
Sombrero
Fitted armor: d8
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
199g worth of gems
doctor's bag
Gladiator Badge
Small golden sword replica
Ok.
There were 48 tablets as a whole, so subtract however many have words and thats the amount left.
Both. I want to find out what I can find out by both examining people and questioning people. I also want to collect mana and support for an expedition. In general, I want to hug everyone who allows me to and is feeling strong emotions. Whatever is going on is big, to affect a whole town and summon fifteen or so people a month, and if I am to investigate or oppose this, I need mana on a similar scale.
In particular I want to find out if people who come back are still human and if they seem to have spells residing on or inside them. I also, as before, want their opinions on what should be done about it. Other questions are if there are any places in the lake that are avoided by ships, or if they drag or dredge up anything from the bottom with nets or anchors.
I want to try and meet with at least three or four people, or groups, this week. No more than say about ten, I don't want to impose too strongly on people and listening to people who are hurt who you can't help is soul-draining.
For the rest of the week I want to investigate other things. I want to cast a d6 Ape spell while on the beach facing the lake to try to reach out and detect if there are humans somewhere inside it.
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:
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:
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.
[9v6][20 mana gathered]
You hug just about everyone you can and though you generally don't get much mana, you hug a lot of people.
The people that come back are still human, though they're missing chunks of their memory. You cannot find any spells currently effecting them so the memory loss must have been a one time deal not some kind of continuous effect. The only places that are not fished are those near the mouth of the lake, where the water flows in from up the mountain. Current there is too strong to allow it. As per opinions on what should be done, most of those taken have little opinion since they don't remember their time or anything about it. To them it seems mostly neutral with some negative misgivings because of being forced into it. They seem to be a bit flat in affect when you ask about it, honestly.
[3v3]
You walk out to the lake and use "Ape" to cast a detection spell, searching for humans. You get an odd result; it detects humans but not in the lake; they're far below.
"...I woke up in a prison, and then I found that the entrance to the prison was someone's fucking lavish bedroom? Do you know how that makes me feel?"
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: 4
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
"In need of an explanation, perhaps?" The man says, smile not wavering, "Its just through the door behind me."
Pass my head back and forth through the magical darkness barrier to familiarize myself with it. is there a width that is absolute dark, with bright sun on one side and dim room on the other? turn sideways so that one eye is in the band and one out. can I get it so that one eye is in dim room and one in bright sun? Does the dark have any weight or feel? does it resist movement, even a little? is it slightly cold or hot?
are there other windows in the room? how many torches with glowing green gems are there, and how far are they spaced apart around the room? how high are the torches placed on the walls from the floor?
How far is it from the edge of the room to the lip of the bowl. Is it a shallow bowl? do the sides curve up to be vertical at the edges or is it a straight incline? would a person reasonably be able to crawl from the middle of the bowl to the edge and get out without ladders or ropes or such?
outside, how far is the window from the top of the structure?
if my catamaran sails are furled, would it be reasonable to assume the boat would not drift very far from it's current spot?
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:?)
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
(1) rolling horse toy
5 gold
The width of the barrier is thinner than that of a sheet of paper; it is one way and then its the other with no space between. You can see both by turning sideways and there's no weight or feeling to the barrier. Its completely insubstantial but apparently able to lock out all light.
There are no other windows, but there is a doorway on both the left and the right side of the room. There are 8 torches total, 4 on each side, spaced about 15 or 20 feet apart. They're pretty high up, maybe 10 or 12 feet, a bit above the halfway point of the room.
It looks to be about 5 feet from the window to the bowl and maybe 10 feet down. The bowl is fairly standard in terms of depth, sort of a hemisphere, neither elongated or flattened. The Sort of thing you might eat cereal out of, if you were of prodigious size or appetite. Crawling out might prove somewhat difficult but if you run back and forth to get up some speed you think you could do it.
Quite far, the structure is several hundred feet tall at least, and thats just above the goo.
[2v2]
There are slow currents in the flux, but abutting a wall like it is, it probably won't get far if it moves.
Apply my axe to his face.
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
[4v1][6]
You hit the man in the face with your ax. Perhaps "hit" is too subtle a term. You bury the blade of your ax up to the haft, sinking the blade straight to his third cervical vertebrae through his skull. Needless to say, he's very dead. You rip the ax free and turn as another man charges in. [2v3][2][3] He swings a blade at you and about the best you can do is turn an an armored shoulder to him. The blade sinks into the armor but doesn't get through.
Hand the thing from the octopus over. Also explain everything that happened.
”What shall we do now?”
Done.
Let you handle the talk In character.
Um, I do want to go straight to the mage breakers, but on the way I want to pay attention to:
The overall wealth and cleanliness of the city.
How lively or subdued it is.
How densely populated it is.
How heavilly policed it is.
And if peoplr avoid the magebreakers and their surrounding area.
Upon arrival, to the entrance greater or secretary:
"Um, excuse me? I would like to request some assistance dealing with a series of hostile possessions occuring to the children of Petunise."
explain the situation.
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: 15
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."
Recently acquired a second spirit, still learning about it.
Location: Alkahest
Cabal: None at this time.
Can't we at least have a look around the city first? This is the first time Randolf has been in Alkahest, and he would like to have a look around and get familiar with the city.
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
Nina drags Randolf through the city, staying on main streets despite randolf's continuous complaints about wanting to stop and look around.
The city, at least from what they see going down the central avenue, is quite wealthy and clean, with tall stone brick buildings, bright painted signs, well dressed citizens and a lot of commerce. There are more people just on this one street than in any town they've visited so far and the shouting and talking and animal noises of the markets and roadside vendors is deafening to their country bumpkin ears. They see normal guards patrolling about not insignificant numbers but compared to the general population there seems to be relatively few of them. You're not sure what the Magebreakers would look like; you've heard stories but its hard to say how much of it is myth and legend and how much is truth. However the Magebreaker headquarters is an austere marble brick of a building with silver metal plating that seems not to be the favorite loitering place of anyone.
You get through the big metal door and walk to the front desk, where a man in full plate armor and face obscuring helmet waits. He doesn't respond to friendly greetings and when you tell him about the situation his response is quite low, metallic and inhuman.
RECORDED. YOUR REPORT WILL BE REVIEWED AND PROPER ACTION TAKEN.
You realize now that this isn't a man at all but a set of animate armor, or a golem servitor of some kind.
Hmm. I guess I should pretend to be injured and act like prey. If that fails, maybe have my familiar try to get its attention in my direction? Fly low to annoy it etc. If all else fails, Just shout at the thing.
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.
[6v3]
You make your best injured animal noises and start limping about while keeping your eye on the lizard. It notices you after a moment, its head jerking towards you in that uniquely saurian way. It stays still as it watches, breathing visibly, mouth slightly open, but otherwise completely immobile. After a few seconds of apparently considering its possible actions, it charges at you with surprising speed and zero hesitation.