"Um..."
I check on Adam. Is he still afraid of the magebreaker? And is the vampire spirit still dormant?
"I sometimes can, but it isn't clear or reliable."
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.
Adam seems nervous about this entire situation honestly. The Vampire is still sleeping.
"I didn't even knew I was a mage until a few days ago. But if you ask me, I would first try to visit the place we found them. We might find a trail or clue to their current location."
"I also lost my club there. I miss it."
Suggest we first search the house in which I fought the vampires.
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
"No." The Mage breaker says, thinking, "They only stayed in those areas because its where their hosts were expected to be and they were blending in. Now they could be anywhere and anyone. We need a way to draw them out or differentiate them."
Stick with Darwin for now. Glare at people from underneath my sombrero
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 mutter strange spanish musings while glaring at passersby.
Hmm. Interesting, yet disconcerting.
Does it seem likely that the 'other place' is a place somewhere in our world (accessible from real space) or more like a pocket dimension or something?
Could I think of a way one might interfere with the process, either to collapse the link prematurely or keep it open for longer?
Remember, main objective is to try and find those people who got kidnapped before, so we’ll either need to infiltrate the place where the bugmen are coming from during the ambush, or find a way to get there later on.
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
It would almost certainly be someplace real and in this world. Creating a pocket dimension is already hard, but then linking it to the real world in a fuzzy and permeable way like was described? That might be straight up impossible. Chances are this is a local area with some sort of localized alterations of reality running in it. Or maybe the time distortion is a result of the spell to link the areas? Hard to say. Either way, its real and its probably relatively nearby.
You might be able to interfere with the right words to sever or weaken the connection, but you'd have to be right up against or in it to do so.
Buy some rope and then depart with the group.
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
You buy a good amount of rope (-3 gold) and then head out.
The mechanists' grave is an area spanning dozens of miles, a scrapyard of varying depths that seems nigh endless. The ground here is an odd mixture of metal wreckage and tight packed ash and feels almost like walking across an old forest with knobby roots constantly underfoot. The scavengers lead you to an area they were interested in and start excavating, digging through ash and mechanisms. They explain that the really good stuff is often deeper in.
See if I can manipulate the magic to get a closer, better view of the people, or if it's restricted just to where I'm currently standing. If it's the latter, cast a d6 temporary strengthen spell on my eyes to enhance their vision, aiming to let me see those faint, distant lights better, in the hopes of picking out who they are and what is going on.
Also, what is with those 'barrels of sediment' that were coming in as this town's other major industry, other than fishing? The people involved in that should have known what the lakebottom is like.
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:
16 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
Jade tablets with d8 View, d10 Steel, and d10 Speed.
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) View Ape, to see through lake.
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 can "zoom in" as it were and see that the people appear alive and moving about for the most part, but it tells you little about the place there are being held.
According to the locals, the bottom of the lake is trawled and sediment dredged up because it contains gold and other valuable substances that flow down from the mountains.
That does not look good.
Run towards the alarums and smoke; find out what's going on.
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.
You run into town and find lots of people running out. You manage to get hold of one and ask them whats going on. They tell you that a band of wizards is raiding before continuing to run.
Explore.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
current status: "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%. "
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 travel through various empty or relatively uninteresting rooms for a bit until you find a staircase. It spirals both up and down and seems to go both directions for a long time. You can see light below, the glow of light reflected down a hallway and into the stairwell.