Hand it over? How does that work? Did she eat the rolling horse toy I gave her before? Did she eat the cute animal I gave her that other time? I'm not prepared just yet to
Try to find my way back to the room I entered this building from so I can recover my rope and stash my loot on the catamaran before continuing my explorations. If I feel that this route has been fully tapped, take the catamaran around to find another accessible entrance (assuming I find my way down to it this round).
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 (? eaten by Little shepherdess?)
0 gold
She doesn't eat it or anything. Come to think of it she doesn't really do anything with it. She just kind of looks at it. Hmm.
[8v1]
You systematically move through the building until you find something that looks familiar. Its actually only a few doors down; the staircase from before. You take it all the way down to the level you entered on and climb out. You store your stuff in the catamaran and then think about further exploration. There's probably plenty of places to go, but now that the teleportation grid or whatever that was is no longer working, it might be more effort.
Check PMs piecewise.
Well, I was warned about the magebreakers, so land at Moffette. Split up as planned, give the guard 20 gold for expenses, and run up the path as fast as my feet can carry me. If the run looks like it'll take more than half an hour, but less than a full day, cast a temporary strengthen speed spell (no more than d6) to cut that down dramatically.
Orders for the guard with Benedict is to find a meal and a place to sleep. I should get a message to him, through a runner or someone else, but do pretty much whatever you like, including taking him back up into the air, so long as nobody dies or gets badly hurt.
If it'd take a full day or longer, damn the torpedos and land at the capital directly. Stay with the gryphon, and try to calm things down.
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.
You bring the birb down in Moffette, specifically circling in near the base of the volcano. At the base of the volcano is a very large tunnel, large enough to accommodate even mr.birb if you were so inclined to bring him in. People are moving in and out of the tunnel in large numbers, people carrying loads or leading donkeys, horses, giant insects, tame lizard mounts and even a slave pallet. Certainly looks like a big trading route. You land the birb to the momentary surprise and then indifference of the merchants and look for somewhere to park it. There's a stable near the entrance to the tunnel which is asking 1 gold per day to house your critter. You ask the manager there about how long it would take to get to downtown Alkahest from here and he says roughly 45 minutes by foot.
"Hey, I remember those guys! The one in the left burned my face off!"
Break the leg of the vampire in the left with my trusty club. Try not to kill.
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 (Currently being held by Nina)
Ferry ticket
Recruitment Leaflet
(8v1)[3]
Randolf, keen on some revenge, charges in. The vampire attempts to do the same face burning that it did the first time but this time its outstretched hand is met with unyielding wood and violence instead of supple flesh. Randy smashes the creature square in the elbow and it screeches in pain; skittering back like a spider. The blow didn't break the elbow but it seems to have dislocated it and its flopping around uselessly. Randy tries to move in, to strike at the creature's knee like he originally intended, but it scurries away, now apparently intent at staying out of smacking range.
The other vampire doesn't get close to the magebreaker, who is lumbering towards it implacably, and instead thrusts its fingers into the cobble stones, tears individuals stones free, and hurls them at the man. The magebreaker puts his shield between himself and the stones and they shatter and deflect off it in sprays of purplish sparks, apparently not slowing the magebreaker down at all.
Use the next few days to shop around for lead weights and D8 armor, and to ask previous guards about the weaknesses of a wyrm.
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 find a lead weight for 3 silver relatively easily. Apparently some of the men going out on the black lakes use lead as an anchor. Good for you in any case. D8 armor is effectively high quality platemail. It needs to be custom fitted at least, if not custom made. You find a smith in town who says he can do it but he's asking for more money than you have.
"Well, don't mind if I do."
Take the whole jewelry box and stick it in mine hempen sack. Stack some stuff on top so it's less obvious.
Now go to the magebreakers' HQ.
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:
Wooden Arm-Guards (d4 armor)
Hemp sack
Paints and brushes
Kukri (d6 weapon)
Square-tip machete
Box of painting-golem
Needlessly ornate painting guardian sword
Jewelry box
You loot the jewellery and some random stuff as filler before heading out. You wander over to the Magebreaker HQ and into the lobby. You're greeted by an automaton who asks you in a very metallic voice what the nature of your problem is.
Step 1: Give Darwin 10 of my mana
Step 2: If the outside of the tower has places I can grip, try and climb up to one of the windows. Once inside, attach a rope to something and drop it down so Darwin can climb up
Step 2.b: If the tower isn't climbable, try and throw the rope up high towards one of the windows/entrances, so Darwin might be able to finagle it up there with a spell so we can climb up.
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
Accept the 10 mana.
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.
We did. If they are getting affected to a dangerous/debilitating degree though then have them retreat back to the entrance where we came from and hold there. Tell them to try and stay out of sight, but to be ready for trouble. Hand them my paradox snail (linked to Ecalir's) so we can contact them if needed.
Finally, could I use my 'sharpen' word to counteract the tiredness, like a sort of magical caffeine?
You could do that, yes.
Should the tiring increase up to the point it impairs our functioning or threatens to overwhelm us, then cast a temporary 'sharpen' spell on ourselves to counteract the magical tiring, aim for a d6 if possible.
Step 2: If the outside of the tower has places I can grip, try and climb up to one of the windows. Once inside, attach a rope to something and drop it down so Darwin can climb up
Step 2.b: If the tower isn't climbable, try and throw the rope up high towards one of the windows/entrances, so Darwin might be able to finagle it up there with a spell so we can climb up.
Climb up the rope if presented (gravity is much lower here so hopefully that makes it easier) . If ecalir has to throw the rope, use my rope word to guide it towards the window (make sure there is a metal hook or something at the end of the rope, use one we had left over from cave adventure).
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)
Mana traded
[10+1, 8]
Eclair scales the tower with relative ease despite its difficult and dangerous surface. He swings himself through the first window he gets to and looks around. The room here has wooden floors, ceiling and walls and is basically a box with some hexagonal holes in the walls. Maybe a dozen or so on each wall pact in relatively tightly together. In some of these holes sleep insect men. Quietly Eclair lowers a rope down for the rest of the group.
Meanwhile, darwin has sent the guards away as they seem to be increasingly effected by the mana draw and are starting to get sleepy, woozy, and seemingly a bit drunk. He himself is still just feeling a bit tired so he doesn't bother with a spell yet.
[2v4]
Darwin attempts to climb the rope but even with lower gravity his scrawny arms can't manage it. Eclair tells him to just tie the rope to his waist so that he can be hoisted up.
[10 v 3]
Darwin does as Eclair suggests and is unceremoniously dragged up into the tower like a sack of flour.