Yeah, after another turn of nothing, we decided to execute order 420.
Make ghetto gasmask for Ecalir to help protect him while he "goes in hot' so to speak. Tie some rope to him in case I need to yank him back.
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)
Alright lets look through your actual inventory and see what you got that can be used as a gasmask. Not a lot. Best you can really do is go plague doctor and use some rags, crushed up ingredients, and a some fabric and rope to create a mask that will hopefully at least blunt the effect.
[1v6]
Wow. Wasted those ingredients, tore up your rags...just...fucked it all up.
If Darwin manages to make a gasmask: Put it on, put the nozzle of the flammenwerfer in the gap of the door/room, and shoot a good burst of flame into the room
If Darwin does not manage to make a gasmask: Hold my breath, put the nozzle of the flammenwerfer in the gap of the door/room, and shoot a good burst of flame into the room
We're executing order 420: blaze it extreme prejudice.
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
[4+1v4]
You wave the remains of the failed mask away and take a deep breath before dashing off towards the room. Once you reach it you jam the tip of the Flammenwerfer into the space and pull the trigger.
[6+1v13]
[1+1v7]
The Flammenwerfer unleashes a stream of fire so brilliant and hot that even through the crack in the door it is blinding and painful. And then something strange happens. The door opens before you but the hall behind you seals shut as the material of the structure flows like water. It has effectively closed you in and left you only one path: forward into the unknown room. That room is a now rather badly burnt hallway heading off to the right.
Nothing else left to do than to wait until we arrive.
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 D6
20 crossbow bolts
Helmet D4
Leather gloves
Crowbar
Rope
Iron thread
8 lead weights (in storage)
Rifle D8 5/5
28 rifle rounds
3 single shot pistols D6
Its maybe an hour after sunset, as the ship nears the center of the lake and the middle of its journey, when the guards of the barge see something. Lights of another ship in the distance, moving in. There is an immediate call for all hands to be ready to fight while the lights of the barge are doused and its paddles halted.
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, Smooth river rock
Seatch for a rope and a wheel for the pulley, and a pry bar
[7v5]
The prybar is easy; you find one sitting out beside an old storeroom. The wheel and rope are harder. You have to really search around for them but you eventually manage to find an old wagon wheel and about 100 feet of rope. You carefully appropriate all of these items.
"They seem nice. I should have gotten that guy's name. Maybe I could become a pirate hunter too. What do you think, Little Miss? Wanna go hunt bandits? wanna murder some baddies?"
On to town then. Find a suitable docking station for my catamaran, or a nice bit of sand to pull it up onto or something, then head in to the town. If there's a marshal or sheriff or pirate hunter's guild, stop in and describe my recent encounter and the events at the other town, like a good citizen hobo. Though, that could wait until daylight I suppose. Maybe sleep out in my Catamaran on the lake beofre bothering the townsfolk.
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
The little miss thinks that blood is icky but does like the idea of stopping bad guys. She considers it proper behavior.
You pull into town and dock your catamaran at one of the smaller piers. the town itself is quite a thing; it looks almost like a giant anthill pile of structures all hurriedly and somewhat crudely built up on each other and sloping out into the sands. The center of town seems to be a massive sinkhole which is so constantly swarming with workers and cranes and machinery that you can't really get a good look at it. The town is bustling, enormously so for a backwater here on the edge of the Flux.
You wander about until you find the local militia headquarters and relay to their representitive the things you saw. That done you go and cop a squat in your boat, sleeping as best you can.
((Is this still taking peeps?))
Yep yep.
((Yes, it's taking new players.))
Apologize quickly, and try to control myself better! I never intended for that to happen.
Follow the directions of the magebreakers, including having Benedict rip things apart. If we're examining the airship, go with them. If we're moving on to the lake, go with them.
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:
1 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.
((oops))
"Not a problem" the mage breaker says, standing back up and wiping some gore from the shield. "The enchantments on these things ill like being hassled though."
You follow the mage breaker forward, carefully advancing into the opening in the smashed airship. The interior of the place is almost pitch black, just lit by small holes, cracks, and the unintended entrance way. Its not a place for living creatures; cramped, stinking of oil and fuel, positively crammed full of shattered mechanical things. Once this was probably a marvel of engineering, now looks the a huge pocketwatch that someone has gone at with a hammer. There are no signs of movement.
Yeah, but Randolf can only use it offensively, so Nina should be the one dousing the fires with the magic sword.
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
She might want to give you the power to control her in her absence....Maybe.