Take the three words for payment, the d8 View word, the d10 Steel word, and the d10 Speed word. Do the jade tablets remain intact after I take the words off them? Does it look like I could put the word back on said tablets?
After that, try to brute force looking under the lake. Like before, use an Ape spell to find the people under the lake, but this time use a View word to try and make the spell easier to cast. After that, use a second View and Ape to try and see what's going on under the lake, near one of the people I've spotted. Retry as necessary as long as I have at least 10 mana remaining.
(The total payment is 24 mana + 100 gold from RC, as he threw in 3 mana for a spell to repair the fingernails.)
Japanese girl with a long black braid and a white and red dress with long gloves and stockings. Slight sparkle to her eyes. Missing fingernails on right hand, fortunately they're usually under the gloves, if the uncomfortable feeling isn't too bad.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1 -> d6+1
Will d10+1
Senses d8
Items:
17 mana
94 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, d8 View, d10 Steel, and d10 Speed.
Location: Lunare
Status: Fine. Burn scars on arms. Missing fingernails on right hand.
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.
The words and the tablets are not lost when you take the words, and if you had the tablets you could "forget" the words on them and then relearn them.
[2v1] Lucky [-1 mana]
You walk to the edge of the lake and combine View and Ape with the intent of sensing where the people under the lake are, if they're there at all. As you cast the spell the world around you seems to go dark; not black but a darkish blue as though you were suddenly plunged into early evening. The lake becomes a dull blue and shimmers like broken glass, oddly semi-transparent. Through it you see dull lights at a great distance. They look like candle flames seen from far away; distinctly there but tiny and flickering. They're deep beneath the lake, so far down that its clearly under the natural bottom. Miles deep.
Going from what I know about the how the bugmen raid went (eg. the fact that they disappeared when the mist faded and how time seemed to progress more quickly during the raid) can I make any guesses as to what type of magic was being employed there? Does it seem likely that the bugs were some sort of illusion or temporary constructs?
Try to find a caravan that will be traveling along the route where the kidnappings have been going on. Tell them that we'd be going along as guards, but they'll only have to pay us if we actually have to fend of bugs or other raiders. In exchange we get more freedom and don't have to pay a fee for the transport and meals and such during the trip.
Based on what we know about the bugs, could I try to whip up some sort of anesthetic or paralyzing poison that should work on them?
For the record: I'm gonna start wearing Ecalir's old d8 armor. For the second record, giving another 3 mana to Saeko to cover her fingernail explosion.
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6->d8
Endurance: d6->d8
Knowledge: d10
Will: d8
Senses: d10
Mana: 7
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
Ecalir's old armor: d8 (in use)
shield (+1 to protective rolls from armor)
Sealer Suit: d4 (vs magic)
Medium armor: d6
Alchemist’s Gear
1707 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
[6v4]
If you had to guess from what you heard, You think its some sort of high level spacial/temporal overlap; the caravan and area around it were sort of existing in two places at once; that mist place with the insect creatures and their normal position in the normal world. Its the sort of thing that would require great skill and more then likely the use of arcane devices, even in the old days. To see it used currently is...well its rather unbelievable. You could see the King doing something like that, mouldering god that he is, but anyone else would have to be taking shortcuts of some kind; half assing it some way.
[7v1] You talk a caravan into doing exactly as you want. They leave tomorrow.
The bugs seem organic, so poison might work on them.
Ask about the base price for Ironweave and then for the discounted price.
Travel with the scavengers to the Artifacter's Grave, keep a close eye on how many scavengers I'm travelling with, whether they're visibly armed and whether any of them look like they're good at combat.
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
144 gold
Shield
Sword d6
Crossbow with 20 bolts d6
Helmet d4
Leather gloves
Crowbar
[3v2] The merchants start at 20, but you talk them down to 15.
You join up with the scavengers. They're a ragtag ruthless lot, and look better armed and armored than most mercs. They're wearing full body gear, helmets, goggles, face masks or bandanas, mechanic suits or overalls, scrap metal armor on the chest, back, shoulders, forearms, upper and lower legs, boots, gauntlets, the whole deal. Most have at least a rifle or crossbow, a side arm of some kind, and a melee weapon. Beyond this they have frame backpacks with supplies lashed to them and a huge empty interior for the scavenge.
You ask them about the dangers and they give you three: The environment can be tricky with sink holes, oil pits, all manner of rusty jagged metal and undetonated explosives. Second, there are still be machines out there that are functional. They argue a bit over if the machines are just so numerous they occasionally find ones or if they're self generating from the wreckage but the end result is the same. Lastly, there are other scavengers and they're the most dangerous because they're treacherous and cunning. They advise you to make sure you're as geared up as you need to or want to be.
Stop over a night in Hepar, picking up any rumours going around, then it's onwards on the next leg of the journey if nothing important rears up.
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: 4
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)
Fresh thorny devil meat, good amount.
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
Giant thorny devil skin
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.
On the outskirts near Hepar you notice something. There's smoke coming from the town, a lot of it. You hear distant rumbling and what might be the sounds of battle or violence. There's the light of fires in the town too but its hard to tell if any are obviously the fires of burning structures or just lanterns.
Climb down and either walk or swim to shore as conditions determine.
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.
Cabal: None at this time.
"With the old way you mean pitchforks and torches, right? Thats pretty much how my old home used to deal with any problems, too. Worked all of the time, until it didn't and everyone died."
"...So, like Nina asked: What do you plan to put the spirit in to trap it? I hope it's not a person."
Borrow the Aqua Vitae to freeze the water so I can walk on it. Jump into the ice after the magebreaker.
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
Randolf points the sword at the water and sweeps it up towards the shore, raising a path of ice. Both he and Nina hop down onto the ice, though Nina struggles not to slip as they walk across it. Randolf seems completely immune to slipping and walks on it like its hard packed earth. Maybe this is because he's holding the sword?
They chase after the Mage Breaker and find him asking things to a random citizen of the town in a rather...direct and shouty way. As they step up he shoves the villager away and starts walking into town, towards the fires.
"They tried to contain the vampires. Then when that started going very badly, they tried to kill them. Now we have no idea where they are. Might be in anyone and this chaos is mostly just panic over that fact. Do either of you have any sort of magical senses? "