Name: Eve
Appearance: 4 ft tall female human with long hear that constantly changes color. She always wears a long sleeve shirt and jeans. She has slightly tan skin and green eyes.
Magic path: Servant Sculptor
Mana: 0
Strength: d4
Speed: d8
Endurance: d6
Knowledge: d10
Will: d8
Senses: d8
Ongoing effects: None
Inventory: Doctor's bag, Thick fur shirt D4, Thick fur leggings d4, ghost charm
"yes, but before I go, do you know of anyone who can teach me how to Sculpt materials?"
Check Ghost Charm for invisible beings
The man seems confused.
"I'm a hunter; if you want to learn something like that then maybe a mason or smith is more your goal?"
((Most people wouldn't know much about magic. However, for your sculptor, you should know how to do it in character. Basically, you just have to say you want to start a new sculpture, I'll give you a list of materials, and once you get them you get a magic sculpture that gives you a set of words to use))
What kind of metal is the armor made from?
Does the Sallet have a moveable visor?
What kind of bombs are these? Do they have a fuse?
Is there a bag or pouches or something to carry the extra equipment in?
Take everything and move on.
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. She's wearing a red gambeson, gray pants, metal bracers, shin guards and a sallet helm.
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:
10 Gold
Medium Armor (d6)
Kite Shield (d6)
Long Sword (d6)
Catch Pole
3 Small Bombs
Manacles
Wooden Arm-Guards (d4 armor)
Hemp sack
Paints and brushes
Kukri (d6 weapon)
Square-tip machete
Needlessly ornate painting guardian sword
Jewelry box
Appears to be made of steel?
Yes. Its basically like
thisThe bombs are about the size of a softball and made up of two thick ceramic hemispheres that have been glued together to form a sphere. There's a fuse coming out of the top.
Yes.
You take everything, leaving your old stuff in the locker, and head to the room indicated. This room appears to be some sort of back exit out of the building, as it opens directly into the street. The mage breaker looks you over and nods.
"Good. Now these Ghouls of yours are low level shape changers. Can mask their true appearance and look mostly human. We also know that the majority of them, least in the gang, are nobles. You've already wiped out a good number of them so we've got men looking into the disappearance of nobles, it will give us a good place to start. Maybe let us round up the associates. As for us personally, I have an idea about how to start but I wonder if you've got any ideas yourself? Part of this job is thinking on the fly; its not all just violence."
"Do you know of that airship? I just avoided it on the way in. I could buff the magebreaker's ship temporarily so it could outpace it too if we're just escaping it again."
Let the magebreaker decide what to do this time, fighting, evading, etcetera. If evading, get in close to the magebreaker's airship and cast a temporary Strengthen Speed spell to take it up to d8 speed, enough to match my mount before fleeing. Only needs to last an hour or so.
"If we're fighting.. well, I've got a different idea."
If we're fighting, I'd want to circle above the enemy airship while it concentrates on the magebreakers, then casting a very temporary (duration of a few minutes) Strengthen Grow Expand spell to make Benedict, and his harness, large enough to grapple the enemy airship and drag it to the ground.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Clothing is slightly dull in colour and made of metallic thread. 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: Alkahest, Magebreaker's HQ.
Status: Fine. Burn scars on arms. Missing fingernails on right hand.
Temporary Effects: None.
Items:
12 mana
51 gold
d8 armour: The outfit, naturally. Weighs as if it were d6
Backpack
100ft Rope
Waterskin
Compass
Goggles
Surgical Tools
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Box of painting-golem
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, elephant-sized with 60+ foot wingspan.
Natural weapons d6, d8 with swooooop.
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.
"That is an Automated warship; a relic of the war. Some have ended up drifting, attacking whatever gets near. We should destroy it before it drifts too low and causes havoc."
You tell her your idea for combat. She nods.
"Possible. Though I should warn you it might have short range arms. Automated boarding parties, spikes, that sort of thing. If you get within a few hundred feet I can strike at it from range. Close or far, I'll follow your lead. We'll get the airship to act as bait."
"Almost thought I was going to die there... And probably would have, had you not been there to cut that thing's legs. Where can I learn to fight like that?"
Talk with the magebreaker while recovering my lost shield and weapon. Also, ask if there's anything I can do help with the sealing.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 0
Strength: D6+1
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
"The Mage Breakers and years of training." He says with a grunt as you walk over, weapon and shield in hand. "Here," He tosses a sort of dirk to you from his belt, "Go scratch a circle around the other one. I'll get it when I'm done here."
Aim at the Sand Ray, shoot at it when it returns for a second pass.
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
218 gold
76 silver
Shield
Sword D6
Crossbow with 20 bolts D6
Helmet D4
Leather gloves
Crowbar
Rope
Iron thread
8 lead weights (in storage)
Rifle D8
3 single shot pistols D6
[4v8]
Again the great silvered shadow passes and again one of the wagons is obliterated. You're watching the thing vanish when suddenly your vision is cut off by a stone wall. The cart grinds to a sudden stop in a great pile of boulders and stones, sheltered from almost all sides. The remaining wagons pull up with it and the driver sighs.
"Should be safe here; It can't reach us. We'll wait for a time. Climb up to the top of that stone there and see if there are any survivors still out on the sands."
Is teh Ghost Charm a visual pointer of some kind? Does it not pipe information straight into my brain? If it did, I'd put it in my teeth or something and let it guide me while I swim. Otherwise, let's go a little more systematically. Explore the ceiling under the hole - find the edges of the room - shape and size. Then select one corner and descend to get a sense of the height of the room. Once I've done that, feel up each wall at roughly chest height from the floor to get a sense of any openings (doors, windows) or large furniture items.
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: 15
Materials: Porcelain, Black Flux, Force
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: cute and furry)
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
shiny orb from the ruins on the lake
0 gold
The charm itself is basically a clear glass ball with a crystal that points in the direction of a spirit. You have to be able to look at it.
[2v1]
After a systematic meandering through the place, diving and surfacing as needed, you eventually wrap your hands around something special. A metal box, oddly light and very cold, about the size of a shoe box. You swim back out with it and flop into your boat. A check with the charm shows that it is indeed the thing it was sensing.
Ugh. Well, try again I suppose. Tie a rope nearby (drive iron stake into the wall or something if nothing is available to tie to) and to Ecalir so he won't fall down all the way. We still have all this climbing gear, no reason not to use it (do we need to specify using it when climbing? I'd had thought not but the turn results didn't mention using them.)
If it fails again, then instead try the following: eat the 5 thaum in our flammenwerfer, tie a stake or grappling hook or whatever to some rope and use a simple spell to either guide the rope up and have it wrap/attach itself somewhere near the top, or if no anchor point is available, just try to shoot it up so that hopefully it'll embed itself securely (and pray it doesn't make an enormous racket).
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
Inventory1 sedated bugman
6 mercenaries (currently at edge of cavern)
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)
as is often the case, Darwin is the man with the plan
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: 10
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
10v7
The next attempt to scale the passage goes easier with the climbing gear and metal spikes. Hammering them into place does make a good deal of noise but it lets Eclair securely scale the almost sheer walls with greater ease. He manages to make it up to what he thinks is the level that Darwin saw the weird organs on, leaving a trail of rope and spikes behind him. He peaks out and sees no one immediately around him, just a long curved hall.