Head to the spot where the glow is the brightest and say hello to whoever listens
You follow the charm over to a very ancient pile of stones near the back of the cemetery. Once there, the charm points down, indicating that whatever is here, is underground.
Saeko's pretty shocked and impressed at the result. And just a tiny, tiny bit envious.
"What sort of spell was that? It looks like it took some of Benedict's speed and used it as a lance."
Spiral down and follow the ship down to the ground, and try to land first, unless instructed to do otherwise. Ask about the wreck, is it dangerous? Valuable? There any mana storage? Saeko really needs more mana for the combat tomorrow, and it would be best to not take it from fighters before they fight.
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:
6 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.
"I cannot say exactly-the methods and knowledge of the mage breakers are kept guarded- but your instincts are correct."
You tell the mage breaker your plan to chase the ship down and she ascents, signaling something to the others. "They will wait. I'll aid you with any remaining resistance. Such dangers should not be idly left where the King's subjects may chance upon them."
You spiral down after the thing; its effectively in freefall so there's no way to catch up without risking a dangerous flight. The thing smashes into the open desert with a great blast of sand and dirt that quickly hides it from view. You land maybe 200 feet away and get off Benedict. You start to move but the Mage breaker holds you back until the dust has cleared and you can both get a good look at the thing. The balloon is in tatters but the actual gondola style heart of the ship is still partially intact, though half smashed in. Some of the guns are still moving about in slow searching patterns but most are torn free or sitting inert. Suddenly a section of the ship irises open and a man comes out. Or something like a man. Its humanoid in shape but its flesh is the color of stained wood and uneven, with muscles so clearly visible that it might be skinless. Its head looks almost like a helmet, a large rounded dome with a recessed face that doesn't look at all human. You can see only a faceted visor like eye and a solid plate instead of a mouth. The creature is skinny but appears very strong regardless. It has a piece of metal debris impaled through its chest and its missing its left arm at the elbow, but it doesn't seem concerned. It draws a huge falchion-like blade out of the wreckage and starts moving towards you.
Nope. Back to the boat. Sail to the shore closet to Pernatum.
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
haunted obsidian and wood knife (with cold, light metal box)
0 gold
You quickly backtrack, avoiding causing any trouble, and paddle the hell out of there before anyone can cause a fuss.
You make it away without anyone noticing and you're most of the way to the next town when you see something. Its getting into the evening now, the sun has set but the sky is still aglow and you can navigate well enough using the remaining light and the distant lights of the city. However, something else is moving in on you. Its a boat, and a pretty large one at that, at least three levels that you can see and several smoke stacks. It looks to have a paddle wheel on each side and its flying a flag that you [8] recognize as that of the Black Dogs, a local militia that patrols the flux. As you get closer you notice something else; on the wheels, chained in place across the paddles themselves, are bodies. Some are skeletal and only partially remaining as bits tied to lose chains, others are fresher, though bloated and clearly dead, and still others might be alive still. Its hard to tell through the flux and the movement of the wheels. Above the wheels a manner is hung that reads "Thus to Pirates".
The ship blows a horn and starts moving in towards you, spotlight made using large lanterns and polished concave mirrors turn and focus on you. You hear a voice call, distantly for you to stop.
"...Nothing we could have done, then. At least, we prevented further casualties."
Randolf glances around, feeling a little lost.
"So... What do we do now?"
Ask.
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
"I return these" he says, putting the dirk away, "And if you wish to join the Breakers, you should come with me. Otherwise, do as you wish."
He looks around a bit.
"Though first, I should calm this down a bit."
Keep watch for a few hours and then go to sleep.
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
You sit up on the rock for a few hours, coming down for dinner and then heading back up immediately after. You do see things out there, in the darkening world. Occasionally a shape in the distance, occasionally a sound, sometimes something flies overhead, but it is mostly quiet. The thing that comes closest is some sort of pack of what look like giant flightless birds; like ostriches but with reddish feathers. You can't see much of them and they vanish quickly. Finally it gets too dark to see anything except the distant lights of the oasis and the stars. You climb down and go to sleep, letting another guard take over for you.
You wake up the next morning, sore from sleeping on the sand, but otherwise ok. The merchants are already packing up and planning their route. The remaining guards are talking among themselves, mostly about the losses yesterday and about what they might face today.
Proceed with the plan's as per Darwin's action.
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
Plan A: while the seam is visible, try to open the door by pushing/pulling on it or sliding it sideways, or by using a knife/iron stake to try and wedge it open.
Plan B: tap the wall with the glass orb, hopefully that wil remove the protective spell and allow us to go through the door.
Plan F(uck it): contact our mercs, tell then to start creating a distraction (if they have a bomb of sorts that’d work well), but to retreat and hide once they have the bug’s attention. Tell them not to take unnecessary risks, we just need them to distract the bugs while we work. Also they are not to harm the hostages if they can help it.
Then, Ecalir can start smashing the door in with his warpick (or however his barbarian brutality prefers smashing). Or if that also doesn't work, maybe try using the magic sword and feed it a bit of mana to break down that wall (for reference of what the sword does)
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)
[1v6][1+2v3]
Darwin's tiny arms can't pry the door but Eclair, together with an iron spike and some careful leverage manages to pry the door open a bit. Its only a few inches but through the gap they can smell a pleasant smokey scent.
[2+1v4][1v2]
They both stumble back a few steps and feel...odd. Lazy. Complacent. Disinterested.