"Right. Um, Randolf? I think you'll probably be better at dousing the flames, it being about moving a large amount and all, sorta attacking them with water. But I'll try I guess."
Attempt to douse the flames via the sword. If I fail then pass the blade to Randolf to let him make an attempt of his own.
RGU can auto me if I don't respond to a turn within 24 hours of it posting.
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.
[9v4]
Nina, accompanied by Randolf, walks around town, staying near the water's edge, and manipulates jets of water to put out the fires . She does this relatively easily and within maybe an hour the town has been effectively doused.
The citizens seem to be calming down as well, at least those close enough to see the fires going out and hear the all clears. Someone is ringing a church bell somewhere.
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, 100 ft of string, a wagon wheel, a prybar
Hwas back to the graveyard and attempt to use the prybar to open the lid of the sarcophagus. If the prybar fails, Try to make a pulley and use it for the same task
[3v6][3v5]
You attempt to both pry and pull the lid open...you get a little progress, the lid does shift a bit, but it doesn't open. Hmmm. Might get it if you keep trying...or maybe you could use a big rock or something to increase the weight of your pull?
Check the Ghost Charm and follow it if it shows anything. Meanwhile, ask about casually concerning religious burial places, especially defunct ones - like maybe an abandoned monastic village or something.
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 charm doesn't show anything near by.
[2v6]
You ask if there are any good graveyards around. Ones that no one cares about. Ones that are not well tended. Or guarded. Or monitored at all really. Sadly you get no answers.
Look around for valuables. Try to use my magical senses, presumably by holding things, walls, etcetera, to find anything that might be 'alive' or something that is magical.
Gather things that look reasonably valuable, but try for a variety of things, not just things that are worth money. Some other stuff I care about:
1. Personal weapons or equipment. Probably some militia members or mercenaries who could use additional gear. Dunno if I'll find any, but might as well look.
2. Intact equipment or components. Artifacts work on Thaum, right? Even if I can't use it for mana, some of that stuff or things that would convert things into thaum would be valuable. I'd like to try my hand at alchemy at some point, so
3. Items that seem shiny or ornate, even if broken junk.
4. Items with inexplicable properties. Such as things that are unusually hot, greasy, etcetera. They might have the keys to learning words in the future or otherwise be useful.
Most valuable would be mana batteries, but I have no idea what they look like or feel like.
Lastly, if there's space left, get a few chunks of what looks to be good steel, for possible reshaping or transmogrification via Steel spell.
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.
1. All of these guns could be used; they're currently bolted in place but if you could free them and modify them to fire normally with a trigger, they'd work like any rifle. Tons of ammo for them too.
2.Nothing here that seems to run on Thaum or anything magical, least as you know it.
3. You find a large scale gyrotourbillon buried in the guts of the ship. It is still ticking away and seems like it might be worth a good deal considering its complexity.
4. You find what seems to be a boiler or some kind of heat system; its been badly damaged but the bottom of the heater is covered in silvery pellets that are still very hot. There is a dim blue glow around them.
There's plenty of steel and other metals around including some kind of odd metal that kind of looks like woven black fabric but is as hard as steel.
Prepare for some boarding action, try to get into a fight against two pirates 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 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
The attempts to hide the barge apparently don't work because the other ship keeps coming. Once it reaches a distance of about 150 feet it suddenly launches something into the sky and a moment later everything is brightly illuminated by a flare. As this happens the other ship opens fire: No cannons as of yet but rifle shots ring out in the otherwise quiet night and bits of deck splinter around you. You see several men fall, but the crew is firing back, filling the oddly illuminated scene with strobing muzzle flashes. You take cover behind a large crate as the gunfire continues.
Wow. Wasted those ingredients, tore up your rags...just...fucked it all up.
How much was wasted in total? For bookkeeping porpoises.
Put my ear to the wall and listen, can I hear anything? (note: Darwin would do this either until he hears something or until at least a minute has passed, in case Pan can't post before this turn).
Could you describe how the wall shenanigans looked like from Darwin's POV? And is the hall blocked in that direction now, or just the door?
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)
21 uses left.
Now, here's the thing. I assume you're staying quite far back, so as not to potentially get gassed. The curving and irregular shape of the hall means you cannot directly see Eclair from where you would be in order to stay a safe distance away. So I assume you didn't see anything. However, you heard the flamethrower and then silence. No sounds other than Eclair's breathing. No sound of walls forming or sounds from Eclair being sharply cut off.