As much as I am hyped for every Cabal turn we get, don't rush yourself for our sakes, as long as the game doesn't get dropped I'm a happy camper.
Next update : march 2021
eh, was a bad idea anyway, nearly forgot the animal has to be able to cry out for aid and that isn't a fish thing to do.
keep my eyes open for stray animals amidst the rioting, even a rodent will probably do, rabbits and rats and such are perfectly capable of squealing after all. chaos like this is bound to displace all kinds of animals, some abandoned pets, others wild or stray animals whose homes have become untenable.
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.
[6]
They say rats are the first off a sinking ship, and as it turns out they're the first out of a rioting town as well. You manage to catch a literal armful of scurrying rodents and dump them into an empty bucket that you then cover with a pot lid. Your container of potential contagion nicely created, you head for the town square where you find the Mage breaker. He's set up a sort of makeshift restraint chair and is cordoning off the area around it mostly via growling at people passing by. You show him your bucket of rats and he nods.
"Those will do. Anything you have to get done before we do this, I suggest you do it."
Tap a panel cube. If that does nothing, go climb the opposite wall to get to the exit. Attempt to acquire the material "puzzle" or "bigass stone blocks" or whatever, should the climb prove suitably risky.
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 poke one of the cubes on the panel and the responding cube on the wall lights up and stops in place.
Help Nina find and catch a stray animal with my trusty rope. If she doesn't need help or declines, go back to the house in which I was attacked by the vampires and try to find my club.
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
It takes a little searching, but you do manage to find your club again. Lovely!
Time for the meeting. Gather some people who have lost loved ones and are interested in ending this curse. Also gather other important people from this community, who may have good ideas to contribute towards the plan, as well as one of the constables managing the bounty. Try to include the familiar breeder, if possible, and at least one soldier/mercenary, if possible.
Pay a couple gold if necessary to rent the public room of the inn for this meeting. Bring the spyglass. If I feel it would make for a better impression, cast a Grow spell to regrow my missing fingernails and eyebrows, although only if I feel it would be better than appearing haggard from my spell efforts.
Anyway, when the people arrive, mention that I've now got a way to view the location where the kidnapped people are from, and a likely route for how to get to them. Try to use a View spell to temporary link what the spyglass sees to be projected onto the inn window, trying again once if it fails. If it fails, just pass the spyglass around to the other people so they can see for themselves.
Conduct the meeting as written above. If it would help things, use a Grow spell to fix eyebrows/fingernails. Use up to two View spell attempts to link a large window to the spyglass, so all can see. Show them the cavern and the base, and, if possible, what's going on in the interior. Get input from the various people, and try to get permission to use some of the bounty money on supplies for the rescue attempt. Ask about other resources, such as the availability of the following: weapons, armour, robots/automata, combat capable creatures, (if buffed), like a snake, availability of mercenaries or volunteers, presence of an apothecary, presence of a chemist, and miners/ mining equipment in case we need to repair or improve the path down. Lastly, ask if there are any other mages in the area, or if anyone has any jade pieces for words like the ones I bought, as some of them might be useful.
In the end, try to rally the people to be in favor of a rescue attempt, and try to get permission for at least one hug. Don't hug too many people, I want them to spread this inspiration to the rest of the town.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Slight sparkle in eyes. Burnt off eyebrows from spell failure. Missing fingernails on right hand.
Invoking Empath
Str d6
Speed d8
Endurance d10+1
Knowledge d6+1
Will d10+1
Senses d8
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.
Items:
6 mana
96 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
Surgical Tools
Magic Spyglass
Jade tablets with d8 View, d10 Steel, and d10 Speed.
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.
[4+1]
The speech and meeting go over well, the spyglass is a particularly convincing thing in its own right. However when it comes to the questions relating to resources, the assembled mob becomes split. Some want to effectively just form a militia with what they've got now and storm the place. The others want to hire what amounts to a mercenary army to handle it for them. Still others just want to report it to the mage breakers and get the professionals to handle it.
Well, if the bugs won't come to us, we'll just have to come to the bugs.
Start sprinting into the mist, try to pass over into the other side. Make sure to stick together with Ecalir though, I'd rather not go through than either of us endign up in there alone. Our mercs are coming with us as well of course (or at least those that can keep up).
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: 9
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)
"Ecalir hungers for battle!"
Join Darwin in performing a glorious charge into the mist! Hopefully this brazen act will inspire the mercs to do the same.
If I encounter anything not-darwin and not-our-mercs in or after the mist, beat/stab/shoot the crap out of it, whatever form of violence seems most appropriate at the time.
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
Darwin and Eclair break from the group, motioning their Mercs to follow, and run for the fog. The exact crossing over point is hard to say, there's no point at which they realized they had moved from that empty plain to somewhere else, not until they looked around and realized they were in a room. Not a man made room, but a cavern room, fully natural except for a cobblestone floor. And in this otherwise empty and unremarkable room there is fog and there are roughly 50 bugmen, most mounted on insectoid steeds. They are moving away from you at the moment and haven't, for now, seemed to notice you come in.
Shit.
Quickly glance around - is there anywhere to hide down here? Say, a layer of water to duck under or something like that. If there is, hide there!
If not, panic time: use Alcohol to drunkify the approaching bandit, hopefully making him fall in. Then aim for the well top and get ready to shoot anyone who pokes their head over.
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're up to your neck in water so you wait for the voices to get as close as you dare and then slip quickly under the surface, pulling yourself as far down into the water as you can so to avoid being glimpsed. Your movement sends up a cloud of sediment around you and you have to close your eyes to stop them from getting sanded by the silt. You wait underwater, trying to remain still and not use up your oxygen.
"I changed my mind."
Step to the edge of the stage and reach out in front of me, feeling for a barrier between the stage and audience.
If there is a barrier, place my hand against it and cast a directed explosion against it. Str based, d6 difficulty.
If there is no barrier, hop down and attack whatever's there with my sword.
If the man tries to touch me or cast something, kill him.
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
You move to the edge of the stage and hop right off. Once you're out of the lights, the room becomes clearer. There are maybe a dozen tables here, each with a few people at them. The people are...a bit strange looking. All of them are pale, all of them have thin, gaunt appearances with sharp bones and wide eyes, and they all are sitting unnaturally still save for their eyes or heads tracking your movements. Then you notice that on their tables are plates and silverware. And on those plates are meat. Raw meat, offal, and bones. And, you're pretty sure, a good bit of it is human.
[5] You get the VERY DISTINCT feeling that swinging your sword at one of them is a good way to get ganked. You need to do something bigger, something that clears some space so you can start this tango.
How much time do I have left before the scavenger group returns to town?
If there's still plenty of time, head to a different are and start digging there, otherwise pack up and return with the rest of 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
141 gold
Shield
Sword d6
Crossbow with 20 bolts d6
Helmet d4
Leather gloves
Crowbar
Rope
Iron thread spindle
Metal skull
There's maybe an hour or two left of daylight so you do a bit of scaving [2] But find nothing worthwhile. That done, you regroup with the rest of the scavengers and head back to town. The invite you to a bar, to celebrate the find of the full robot.