Set up a few burning torches away from the camp in a line starting from the edge of the camp (putting each torch a bit further out, eg one 10 meters away then one 20 meter, etc), the idea being that it would make spotting the encroaching mist easier. Remember that I have a pair of binocs to help keep the furthest torch in view.
Put stakes into the ground in the middle of the camp and put some chains and rope there. When we give the warning signal that a bug attack is imminent, the civvies are to secure themselves using these chains and stakes so that they can't be abducted easily. The normal caravan guards are to also secure themselves and focus purely on protecting the civvies, we will try to deal with the bulk of the bugs. Also put some (unlit) torches near the center so that the caravan guards can light them and use them when the bugs come. Note that we have tons of oil flasks and rags if needed.
In case of regular bandit attack, we'll use a different signal, and then the merchants can do what they normally do (if they don't actually have a plan for that, then just make them take cover in the wagon circle).
Put some of the thick rope in the 'front' of the camp (aka where the bugs seems most likely to come through if they want to get at the people, where the camp/wagon circle is most open). Idea is that I can cast a trap spell on it with my rope word once the bugs start coming in. Be sure to tie myself to my two bodyguards with a length of rope, and offer rope to the other mercs if they want it. Oh, and a bit inside of the camp, facing the opening I'd like a crate or chest to be placed, so that we have some cover from their barbed hair sprayers while still being able to shoot back.
So basically, the camp would be set up like a horseshoe or circle with small opening in it, with the ropes at the mouth/opening of the horseshoe and us a bit behind it in cover, and the civvies secured in the middle, while the normal caravan guards just try to scare away with any bugs that enter our camp from a direction other than the 'main' opening.
Also, give the bug poison and icepick to Ecalir.
By the way, should we make arrangements for what to do with Yvonne and what items we'll be keeping on us when we try to chase the bugs, or can we assume she tags along as a hammerspace and not have to worry about it too much?
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: 13
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventory6 mercenaries:
1 ranged and 1 melee merc, stay with Ecalir and watch his back
3 melee mercs and 1 ranged merc stay with Darwin, 2 of the melee mercs stick close to him at all times and act as bodyguards
dissection 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
Thaumic bomb (currently empty)
Ecalir's old armor: d8 (in use)
shield (+1 to protective rolls from armor)
Sealer Suit: d4 (vs magic)
Alchemist’s Gear
1514 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 (24 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
Medium armor: d6 (not in use)
Recieve icepick and bug poison from Darwin. Coat the tip of the icepick with some of the poison, but make sure not to use all of it.
Then help Darwin with all of his preparations.
Once we're set up, assume guard duties. Be ready to shoot if any buuuuuugs show themselves.
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 can assume tag along hammer space)
Darwin goes about setting up his very complex precautions and traps for the coming evening, lighting the torches only as it gets dark so that they will not burn down too quickly. He arranges his items, arms Eclair, and then lets everyone know what is going on before sitting down to wait. And wait he does, for a good several hours until, around 1 am, the first torch at the end of the line vanishes. He watches carefully; it might have gone out on its own. But then the second goes a few moments later. They don't sputter out or vanish into fog though, they seem to just stop existing.
Crouch down in the bottom of the well; wait for my familiar to give the all clear. If Grant came down with me, quietly ask if he has any weapons on him.
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.
Grant is, presumably, still back at the other side of the town, having elected not to chase after you. So you sit and wait. You hear noises outside the well, shouting voices coming closer. Your familiar, still circling above somewhere, gives no sign that you are safe. The voices draw closer.
"Yeah, but keeping it in me is a risk to me too. might as well just get it out already."
agree to do it.
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.
"Alright. Here's what we need first: a good sturdy place to restrain you and an animal to put the spirit into. Something that can cry out for aid but not too strong so as to endanger us. A chicken or a young hog or something like that. I will go secure a place and the necessary gear, you gather the animal. I will meet you over there, in the square, as soon as you are done."
He immediately strides out in the direction of the town square.
Stride confidently into the room and announce my presence:
"Yoo hoo! up here! Hey, do you guys wanna help me out? I'm looking for... I don't know, treasure? excitement? objects of power? something buried for a long time with the dead? A golem army? Hey! Do you guys wanna be my golem army?"
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
current status: fine
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 5
Materials: Porcelain, Black Flux, Force
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 step out into the room and shout at the golems. Most don't look, but a few turn their oddly shaped heads and observe you curiously. They don't become suddenly ravenous and attack, they just sort of stare. If you can stare without eyes that is. None make a move to come over to you.
Allow the patient to go to sleep, but continue to make physical contact as he drifts off to sleep, so I can observe his psyche. Be ready with a combined 'grow and strengthen' spell, to link the plug's size to the size of the hole, to ensure it enlarges and shrinks in lockstep with whatever changes occur to the hole. If it isn't necessary to cast that, great.
If the hole is sealed, allow the patient three or four hours of rest, and then wake him up. He can then be allowed out on the town, as long as he returns for observation sometime the next day so I can check the cure. Get some rest myself while he's out. If it lasts through two mornings, I'll check again for any shifting or finish-up work required, such as using a 'grow' spell to seal the edges of the plug, and then meet his family for the usual price of five gold and a round of hugs.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Slight sparkle in eyes. Missing fingernails on right hand.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1 -> d6+1
Will d10+1
Senses d8
Items:
9 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: None.
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 keep track of the man for two more days, but the plug never waivers or changes and he seems cured in the end. The family grants you the gold and hugs, which total 12 mana.
"Show me, then."
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
The man leads the way through the door and out into what looks like the backstage of a playhall. There are flat scene dressings, props, ropes holding curtains, and so forth. He directs you around till you are looking out on what is indeed a stage, with torches along its edge to light it. Though the stage, a semicircle of wood with a backing of red curtain, is well lit the area beyond it may or may not contain an audience, the light obscures that area in shadow.
"He is out there." the man says, pointing at the stage.
Check its back for a panel, pry it open and shut the robot down.
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
141 gold
Shield
Sword d6
Crossbow with 20 bolts d6
Helmet d4
Leather gloves
Crowbar
Rope
Iron thread spindle
[8v2]
You step in and easily find the small panel on the thing's back. Its an easy job to carefully separate two gears and suddenly the bot locks up as though frozen solid. After a few cautious seconds the rest of the scavengers back off. They congratulate you and carefully uncover the rest of the bot before manipulating its gears to force it into a more tightly curled up form and then wrapping it in rope and canvas to be carted back.