Could you please tell us if the stealth spell is about to run out, so that we can renew it if needed?
[5+1v3]
Eclair, newly empowered, casts his spell. Its an odd spell, a sort of "nothing to see here" that effects only the senses of the insect creatures. it doesn't render them invisible so much as completely not worth noticing. Like a rock or a tree; noticed only in so much as to avoid walking into it.
Darwin and Eclair start heading for the main tower in the center of the cavern. The fields give way to a shanty town of sorts dotted with what appear to be enormous beehives that tower over the scrap buildings like gooey mountains. There aren't any people out and about in the town, though they can both hear the sounds of people sleeping in their homes. As they get closer the begin to see odd things. There are mechanical things, like pylons, built up throughout the shanty town. They seem to be arranged in a circular grid style radiating out from the direction of the tower. Occasionally few sparks of magical energy will drift up to the pylons and vanish into them.
Darwin and Eclair start feeling slightly tired.
Does the tiring effect also affect our bodyguards? Does the effect become stronger as we draw closer to the center, or does it seem to increase over time? Are our sealer suits responding in any way (or don't they protect against latent magical effects)? Or does it seem mundane in nature, like a gas or something?
Take a closer look at the pylons, can I make anything out in terms of their construction, function or operation?
Finally, could I use my 'sharpen' word to counteract the tiredness, like a sort of magical caffeine?
Either way, unless the tiredness increases to dangerous/debilitating levels, continue to the tower. Any entrance we can see?
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: 0
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
1139 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)
Sure.
Did you bring body guards? I remember you two running in but I don't remember you bringing the others. Been a while though so maybe I forgot. If they are here then yeah they would be feeling the same effect. Moreso actually. Your suits are reacting in some way, though its odd. Seemingly constantly on to a very mild degree. The tired feeling and activation of the suits does seem to increase as you grow nearer to the center building.
[8v4]
The pylons are magical in nature, that much is clear. Some sort of arcane artifice. You can only make a guess without closer inspection but you think they might be mana siphons or something like them. From what you remember such things were invented and used in the closing days of the era of magic to draw mana from large areas in a final bid to continue using magic recklessly and freely. They've been outlawed for a long time because they had very nasty effects on anyone in the area they were harvesting.
You could do that, yes.
You continue on; the tower's base appears to have no entrance that you can see, but there are windows up maybe 60 feet from the base. Almost like it was made for critters that fly or something.
Follow Darwin in continuing our way towards the tower. While he thinks and inspects stuff, I'll be keeping an eye out for nasties and potential dangers along the way.
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+1
Mana: 20
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
So far so good but there are humans round here. You can smell them. Literally. This place reeks. Pretty sure there are corpses in a LOT of these buildings. Maybe most of them.
Give Nina the Aqua Vitae, so she can defend herself and heal with it. Prepare my club and shield for the imminent fight.
"Since killing their host just causes them to change bodies... How will we deal with them this time?"
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 0...
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
"That... unugh. R-Randolf? Thanks."
I accept the blade from Randolf, and try to heal myself if I can. I suspect I've lost a decent amount of blood, and might have some stuck in my lungs, in addition to any other more subtle lingering effects from having my body be a battlefield. I also want to make sure Adam is still here and is okay.
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: 3
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."
Cabal: None at this time.
Nina attempts to heal herself but finds there is little to actually heal...or at least little specific damage. The injuries are small and all over, internal mostly. [10] She plants the sword in the ground and with a single concentrated effort forces her injuries to close and heal within the span of a few seconds. Steam pours off her and she coughs out sea water for a moment before straightening back up. She checks Adam and finds him still there, though oddly quiet and cowering.
"Fight to injure and incapacitate. Inhuman though they are they are bound by the rules of nature. Severed muscle cannot contract, shattered bones cannot hold weight. Weaken them, and then I will tear the beast from their bodies." The Magebreaker announces to both Nina and Randolf as he takes up a stance.
A moment later two creatures come loping into view. They are the beasts that attacked Randolf all that time ago, the human bodies grossly expanded and distorted, foxfire alight in their eyes, mouths gaping and filled with blood and viscera still. They come into the courtyard not in a rage but curiously, looking for the source of the scream. They lock eyes on the group a moment later and with a roar of challenge the Mage breaker slams the flat of his blade against his shield. The shield erupts momentarily into green light and a bubble of translucent but oddly solid light seems to shimmer into being around the courtyard, enclosing the creatures and the group.
"They cannot run while I still live" The magebreaker says, more quietly. "We will finish this here, one way or another."
Proceed onwards to the capital. Try to find some landing grounds/docking paces where I can park my griffon. Leave the guard with some money to pay for refueling, while I go to the Magebreakers.
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.
Currently ~10 days until next full moon.
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:
16 mana
63 gold
d6 armour: The outfit, naturally. Weighs as if it were d4
Backpack
100ft Rope
Waterskin
Compass
Goggles
Surgical Tools
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, elephant-sized with 60+ foot wingspan.
Str D12
Spd D8
End D12
Kno D4
Will D8
Sen D6
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.
So there are two major places to land, either in the city itself or in Mofette, the city right at the base of the volcano. Its a farming town, a lot less populated, and there's a passage into the volcano that leads straight up to the city. Mofette is the gateway to the river Hartshorn and thus a big trade location as its basically the port of Alkahest. Landing directly in Alkahest is more expedient but also there's a greater chance of possibly causing unrest as a giant griffin comes sailing in.
"Hmm. Hmmmmmm. Nah."
Go back into the mansion and try to find my old inventory, which was:
Inventory:
Wooden Arm-Guards (d4 armor)
Hemp sack
Paints and brushes
Kukri (d6 weapon)
Square-tip machete
Box of painting-golem
(Also my old clothes which I didn't have marked in my inventory.)
If I happen to find anything shiny or anything usable as evidence swipe it as well. And a backpack to carry things in if I can't find my own hempen sack.
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: 56
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10+1
Speed: d6+1
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Okay?
Inventory:
Boring tunic and pants
Needlessly ornate painting guardian sword
You walk back in and start wandering. The building is quite a mansion....probably because it quite literally is one. The servants are already starting loot the place and/or flee so apparently the master of the house was probably one of the ghouls you just ate. Everyone, including all the confused musicians, give you a wide berth as you search. You find your old gear near the dungeons and, after searching around a bit, find what appears to be a lady's bedroom with a jewellery box positively overflowing with gems and gold jewellery. You also find human parts in the kitchen, though those are better left as evidence as is. You presenting someone with a severed foot is probably just a good way to end up in jail.
Does this orb qualify as a Shiny Thing for Miss Shepherdess?
Action in Spoiler
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:shiny thing)
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
The shiny ball would indeed work for her, if you want to hand it over.
You wander for a while, looking for anything interesting. You eventually come to a hallway with windows. They're blacked out in the same way as before but when you stick your head out you can see that you're actually in the same building and on the same side as where you left your boat; you can see it down there. But you're quite a long ways up.
Sign up for the guard duty, ask about payment and the potential dangers.
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
219 gold
Shield
Sword d6
Crossbow with 20 bolts d6
Helmet d4
Leather gloves
Crowbar
Rope
Iron thread
You sign up; there's apparently a retainer fee, basically a small amount of money to live on while waiting for someone to hire you, and then the actual fee from doing the protecting. The retainer fee is 2 silver a day and actual fee depends on the size of the party. You ask what the threats in the desert are like and they give you long list of creatures; mostly giant reptiles and insects with a few more exotic things and, of course, a Wyrm. You ask about anyone needing guarding and they say they have a job coming in the next few days.
Find somewhere to stay overnight, if there's an inn that's still standing or something. Since people will doubtless be talking about the attack, listen in and see what I can find out about the attackers.
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.
[/quote]
Due to the large amount of destruction there is actually a small refugee camp of sorts springing up; not much more than a place for everyone to sleep with communal tents and such. Its not as nice as an Inn but provides a better place to spy on gossip and its free. Over the course of a few hours you hear lots of rumors about what happened but the most common one seems to be that the group was the "Wildfire Gang", a bunch of outlaws that have hold up somewhere nearby and are terrorizing towns and travelers. Why they decided to come into town like that, no one is sure.