Drink the green-blue liquid! Every drop. Lick it right up.
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
0 gold
You drink the liquid. You feel...strange. Its almost like you were sick before and now you're healthy. Like you were operating at less than normal and never knew it, and now you're back at 100%.
hmm, is Adam hiding from the magebreaker or from the newcomer spirit?
"While we were traveling we encountered another spirit as well, it caused possessed individuals to grow long canines, float, and..."
describe what the newcomer spirit had done to those it possessed and ask if it is related to the problem spirits and generally what he knows about it.
"Also, um, what's the plan for dealing with the hijacker spirits? is there anything they're vulnerable to?"
ask.
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.
The magebreaker you think.
"Vampire. Sounds like a more classical kind. Possessor spirit, lives on blood."
"The plan is to rip the spirit from them. The problem with vampires is you can't just kill the host. They'll hop to another body. Have to force them into something. "
"I have no idea, didn't knew that there were different types of vampires. I guess their weaknesses are different too? Should we know what are we fighting against?"
Get on the ship and ask about the different kinds of vampires.
Recheck recruitment form, just to make sure everything is correct.
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
"Generally, there are those that eat flesh, those that eat spirit, and those that drink blood. Blood drinkers are most common. All of them are spirit parasites leaping between bodies."
The form looks right.
I'm ready to fast forward back to town if you guys are ready for it.
Loot the dead bandits, specifically the ones I killed, the continue with guarding the caravan.
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 (treated)
Mana: 5
Materials:
Shrink
Inventory:
War axe D8
Doctor's Bag
Leather armor D6
Bandages
Backpack
Lantern
2 gold
Shield
You get two swords and a knife, along with a crossbow and 20 bolts (all d6). You also get some chest armor and a helmet (d4).
The caravan continues around the ring road. It makes it to Fearce without any further incidents. (What was the reward they offered you for being guard again? I forget)
Wait for it to stop spasming and then time to butcher it! Keep edible bits (if Grant points any out); any excess or inedible bodyparts can be reduced to mana.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.
After a few minutes you and grant wander in and start butchering the thing. You get a good bit of meat and then convert the rest of the body to mana, getting 4 mana total. You keep some of the spiky skin as well. Might be useful.
Explain to the man's family what I've discovered, and express that I'd like to observe him for a full day, so I can see him waking up and going back into this state. I should be able to help, but I'll need more time in order to do so safely, as there is a lot of magical power involved there.
Also ask what was meant by the condition progressing over the three years. Did it start by him being drowsy and progress to catatonia? Did the time catatonic expand steadily? Something else?
If it's the afternoon or early evening, stay fairly near the patient and consider some possibilities, such as narrowing the bottom of the well by expanding the walls or shrinking the horizontal space to pinch it off at the bottom. Also, try to think about ways to anchor myself from being pulled in, in case I have to dive into the.. conduit, in order to solve the problem.
Right now I'm thinking that it might be best to wait for him to be in the body, and then securely block the link.
If it's the morning, and it'll be a good number of hours before he'll 'wake up', I'll do something else in the interterm.
Japanese girl with a long black braid and a white and red dress with long gloves and stockings. Slight sparkle to her eyes.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1 -> d6+1
Will d10+1
Senses d8
Items:
11 mana
44 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: d4 additional intellect buff. (1 day)
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.
They say you can observe.
He has been straight up comatose for longer and longer over time.
Its about mid morning so you might want to do something else in the meantime.
Stick with Darwin, play his sombrero wearing bodyguard for now.
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
Sealer Suit: d4 vs magic
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
199g worth of gems
doctor's bag
Gladiator Badge
Jade tablets (48-number of words)
binoculars
You wanna do that in town? from your room? On the outskirts? Could make a difference depending on various things.
If we can do it from our room without damaging the room a lot or making a big ruckus, do that.
If not then do it somewhere on the outskirts of town, out of sight if possible. Make sure we take all of our stuff either way. Also tell Venandi where we are going, in case Lup ever starts playing again.
Once there (assuming no shenanigans occur), start asking around about that bug problem to the townsfolk and merchants. Also try to locate the person who put out the bounty.
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 [50 rounds left]
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
1807 gold
5 silver
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
book on normal plants and animals
book on magical plants and animals/creatures
handbook on making weapons&armor, including a list of known types
a detailed account of the Artifacter war
map of the old world
good quality book&pen
good history book
Paradox snail (inside jar) and things to keep them happy and fed
Doctor's bag
set of ingredients (plants, chemicals and the like) for making poisons or antidotes (25 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
2x Collapsible rod
20 oil flasks
300 feet of really big, thick, strong rope
100 feet of metal chain
box of metal spikes
pair of binoculars
5 boxes of rags
You head out of town so as not to potentially teleport part of the room with you or something.
The teleport costs whatever it was I said before, and you end up just outside Lunare.
At this point We can assume you and Dev can make contact.