Start digging to find whoever is underground
No sheet but not a big deal this time.
You dig down into the soil and, after a hour or two of digging by hand, you come across a flat stone; the lit of an ancient sarcophagus. A great deal more digging later and you have uncovered the entire thing. The spirit is definitely trapped in that sarcophagus, you can feel it even out here. But the lid must weigh several hundred pounds, so lifting it off like this is gonna be darn near impossible. You'll need a pulley or a leaver or some extra hands or something.
((Aahaha, wow, pretty sweet rolls there.))
[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.
Well then, if we can still act this turn: move away from the gas. Try making a ghetto gas mask using the stuff I have in my set of chemicals (some activated charcoal in there hopefully), the rags and some rope. If I manage to build one, wear it and tie some rope to my waist, give one end to ecalir and mqke sure he's standing away a good bit. Get close to the gas, if the mask can block the gas' effects then make another one for ecalir and continue making our way through. If it doesn't work then hopefully Ecalir can yank me back with the rope and we can try something else.
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)
Back up Darwin with his plan. If it ends up going awry and I have to pull him out by the rope, I will then go to plan "420 blaze it with extreme prejudice". This plan involves pointing the nuzzle of the flammenwerfer into the room through the gap, and squeezing off about 2 thaum worth of flames in there.
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
[4v5, 5v3]
Darwin finds himself completely unable to move. Not paralyzed just...he doesn't feel like it. Eclair has greater control over himself and, with a great deal of mental and physical effort, grabs Darwin and carries him back away from the door and a good distance away. The feelings of apathy lighten, but only slightly and slowly. The gas must not need constant exposure...maybe poison is a better label for it.
"I can weaken it with spells, but I think Benedict can handle that thing."
Have Benedict take off and give the odd creature multiple targets. If it focuses on Benedict, have my guard shoot it If it focuses on us, have Benedict swoop and smash it.
If that's too complicated, just have Benedict fly up and swoooop.
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.
[5v5]
You motion to Benedict who, with a quick few steps and a leap takes off. He soars up maybe 20 feet, banks sharply, and then comes flying in, talons outstretched. Its attack is an odd things, the swoop of a bird of prey combined with the pounce of a big cat. To your surprise the strange creature interposes the falcion between the talons and itself and deflects the blow while slipping to the side, letting the weight of the pounce slide off him and into the ground. Benedict gets away before the creature can counter attack, flapping back up.
[3v1]
You next have your guard shoot the thing. The shot strikes the creature dead center of the chest and sinks several inches in, but seems to have little effect. Finally, the mage breaker steps up. She puts the tower shield out in front of her and advances slowly towards the creature. It takes off at a run, moving rapidly in towards her. Its attack is a leaping horizontal blow, which the Mage Breaker manages to get her shield in front of, but the hit is deceptively powerful. Even with the combined weight of both the breaker and the shield the blow sends her skidding backwards and bowls her over. She rolls back up, onto her knees at least, and gets the shield back in place.
Cooperate. stop my catamaran and furl the sail. Wave into the spotlight to indicate friendliness. Hope they don't confiscate my shit for no reason. Try not to get stabbed much if they DO confiscate my shit.
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 follow their orders and they've soon drawn up next to you and are sending out smaller boats. The one that actually comes out to meet you is just a little row boat with 3 people on it. The one that seems to be in the lead of the little group greets you.
"Howdy." He says with a nod, "We noticed you were coming in from over that-a-way." He points to the town turned bandit den, "Lotta bad guys out there, lotta pirates and the like. You're not one of them I hope?"
You explain your situation and the series of events that brought you here. The man eyes you for a long moment before nodding.
"Yeah, that makes sense." The man says. "As long as you don't intend to cause trouble in town, you'll have no trouble with us. Though, if you wouldn't mind, can you tell us what you saw over there in detail? Could help us."
Randolf really wants fo follow the mage breaker, but he can't just abandon Nina after everything that happened.
(Wait for Lenglon.)
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
((sorry for the massive delays i've been having. just had to move for work again and only recently got any form of reliable internet setup.))
"You... aren't what I expected of a magebreaker. Um, I... might be interested in joining too, at least in a support role. You don't seem to be the kind of scary person I thought you would be. Would there be a place for someone like me?"
ask, and see what Adam thinks of the idea as well.
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.
Adam seems to be ok with it, though his incoherent mutterings do somewhat hint about the fact that attempting to hide his presence might be more harmful than helpful.
If you're gonna do it, better to come right out and explain the situation before they find out later and think you're possessed.
Resume our journey. Check how much ammo the merchants gave me for the rifle and how much it can hold at once.
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 check the rifle and the ammo. The rifle holds 5 rounds, its down to 2 so you reload it. The spare ammo they gave adds up to 28 shots remaining.
The rest of the trip actually goes without issue and by the evening of the second night you've reached the edge of the flux and the end point of this leg of the journey. Now they just have to wait for the boat from Pernatum, take it to the city, sell their wares and buy up salvage to resell elsewhere. Its about 6 am when that happens. A boat, basically just a giant flat barge with a large paddle engine in back and huge empty sections of deck to load cargo onto, pulls up to the shore.