Get on his flank and bury my axe into his side.
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: Cut palm
Mana: 0
Materials:
Shrink
Inventory:
War axe D8
Doctor's Bag
Leather armor D6
Bandages
Backpack
Lantern
2 gold
Shield
[2v1][5]
You circle round your attacker and as he focuses on the other guard you baseball swing your ax into his side, burying it straight to the hilt. The man makes a choking sound and you kick him off your blade before turning to face the rest. The bandit's numbers have been lowered quite a bit by your allies and they're starting to scatter into the darkness.
"Okay, they're not in the centre of the earth because my spell wouldn't reach that far. And ow, but at least my head didn't explode. I shouldn't have done that."
Are there any bounties related to the disappearances?
Second, see the patient with the mental problem.
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
44 coins (gold) {paid 10 gold deposit on a cougar/red-tailed hawk griffon familiar and 35 gold for bounties.}
{paid three gold for pay and room upkeep.}
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.
You check. There's a standing single bounty that some people have started. Each new person pays into the bounty, with everything going to the one who solves the mystery and, hopefully, returns the still missing people. Its up to several hundred gold.
The patient is at his family's home, sitting catatonic in a chair in an upstairs room. He seems completely unresponsive. They tell you that he's like this most of the day, only "Waking up" at night.
Sit up and inspect the bowl from the inside. Look at the ceiling. check the stone of the bowl - all one piece? unadorned? Knock on the bowl. Shout. Dribble a small amount of water from my supplies into the center of the bowl. IF I don't discover anything interesting and action-worthy, climb out of the bowl and drop to the floor of the room, check the bowl from the outside, and look out of each door. once I'm on the floor of the room, untie the rope and loop it around one of the stone wall brackets that hold the glowy green stones.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
current status: sore from a bad tumble, but not really injured
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 inside of the bowl is...well its bowl shaped. Smooth stone. Marble, maybe. No markings. Seemingly all one solid piece of carved stone though, with no tool marks anywhere you can see. The ceiling is flat and unadorned. Hmm. You knock on the bowl. It doesn't ring or reverberate or anything, just kind of clunks like normal stone. You shout. Nothing particularly interesting happens. You dribble some water in the center of the bowl and it....sits there like water would normally do.
[3v1]
You scramble up and out of the bowl and lower yourself down as far as you can before dropping to the ground. The bowl's outside is carved, with large, complex pictograms. You look at each door. One leads to a hall that turns sharply to the right, the other seems to have one of those light barriers on it, reducing it to a solid black square.
You loop the rope around one of the torch brackets after a few tries.
"Okay"
wait?
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.
"...Okay."
Try to find a nearby chair in which to sit and read the recruitment leaflet.
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
Recruitment Leaflet
You both find a chair and wait. The recruitment pamphlet goes over the basics of the requirements of being a magebreaker (channeler abilities, passing various physical and combat tests, a loyalty test,etc) and tells you that if you want to enlist, you should present yourself to the headquarters with the little form on the back of the pamphlet filled out.
After about an hour and a half a man comes out from a reinforced door behind the automaton. You assume its a man because of the size and gait but all you can see is metal, mail, and still active magical wards. He resembles a combat model of the automaton behind the desk, larger and more intense with the sort of walk that makes you want to step to the side and stay out of his way.
"You." He says, voice gruff and ringing through the helmet, "Do you know where these children were before they became sick?"
Oof.
Dive and/or scramble out of the way of the beast's next charge, depending on how long it takes to get back on my feet. Use any time bought by that maneuver to try to closer to the trap.
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.
[2v2]
You scramble up onto your feet and duck under the snap of the lizard's jaws, sprinting off towards the trap. You make it to the trap and jump over it, skidding to stop a dozen or so feet beyond it. The lizard chases you to within maybe 20 feet of the trap but when you turn around to face it, it stops. Lizard eyes stare at you and it rocks very slightly side to side, apparently considering something.
They tell you its an identification marker, a sort of anti-counterfeit spell. They warn you against melting the pin down.
Are they willing to explain how they did that spell? What word was used, or was there a ritual involved or something?
In terms of communications, what options are available in this world? Beyond shouting I mean. Are there things like postal services? Messenger birds? Radios?
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?
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.
I didn't mean adding preservatives to keep it in a perfect state, but more like adding chemicals to prevent it from decomposing completely (kinda like fixing tissue samples with formalin). The idea being that injecting chemically treated blood like that into a corpse would still make for an easier reanimation process compared to reanimating a bled out corpse.
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: 46
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
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
2114 gold
Octopus core
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
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, and you should probably understand why.
There are privately owned messenger services that use anything from messenger birds to on foot messenger boys for packages. Radio technology exists but is very rare, to the point that You'd basically need to get one for you and the person you're talking to since the chance of anyone having a radio is pretty much nil.
You could do that though...the chemicals available are on the high end of toxic. Formaldehyde and the like. Possible to use it on a corpse but if you don't get the spell right it might...be rather unpleasant.
stick with Darwin. Get a price check for the following: Collapsible rod, oil flasks, panacea, very thick/strong rope, chains and metal spikes/pitons, binoculars, cloth/rags.
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
InventoryMare's Leg: Lever Action, 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
Jade tablets (48-number of words)
1 gold. Normal oil? 5 silver. Nice try. 5 gold per 100 feet for some really big, thick, strong rope. Chain is 10 gold for 100 feet. Spikes are 5 gold for a box, binos vary by quality but 15 is a good guess. Rags are 1 silver a box.