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
Items needed for current Sculpture
1. A smooth river rock: Acquired
2. A block of Ice: Not Acquired
3. About a half liter of mercury: Not Acquired
4. Silver Wire: Not Acquired
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
Head back to the town and ask where I can buy a gold ring
The closest place is probably Lunare, down the river, according to everyone you ask. Of course they're talking about a new gold ring; there are other places and other ways to acquire such a thing...
Push the first pirate into the flux, then direct my attention to the second pirate.
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 4/5
28 rifle rounds
2 single shot pistols D6
[3,6 v 6,6]
[3v5]
You attempt to give the first pirate a good kick to the chest and shove them off the boat. The pirate apparently sees it coming though and side steps the attack before striking back and carving a deep gash into your side. You stagger but manage to get your ax up and deflect the blow of the other pirate.
[5]
Something explodes on the pirate's ship and it lists hard to one side, the gunfire from the deck ceasing.
Go tap him with the orb to hopefully take away the effect, else just shake dat boi awake.
Should our favorite barbarbar start advancing or something, retreat around the next corner.
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)
Just to make sure:
The plan is to charge down the hall that is still smoldering, at the guy holding the flamethrower, so you can bonk him on the head and hopefully fix him?
What kind of stuff are the scavengers typically returning with? Meanwhile, hunt around town for fuzzy creatures. Also, while out of sight of the people of the town, tinker with my magic shiny ball. also, may as well get a scavenger's license.
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 most common stuff is generally low value relics and artifacts like pottery or small statues or sometimes tools or low value coins. The bigger and more expensive stuff is larger art, gold coins, magical items, tablets with magical words, jewels, etc. There are many fuzzy creatures around town. Depends what you're looking for. You want a rat? Cat? Dog? Mouse? Particularly large spider? You get the license.
Tinker how? Its a glowing orb; there's no immediately obvious thing to do with it.
Ask them what they think, about going down there and the logistics of recovering the captives.
Also ask if Benedict can make it down there as-is.
Rest. Spend the next day observing the buildup of mercenaries and militia, and find out if there are issues with them, such as insufficient equipment, not enough bounty money, or whatever other concerns they may have. Try to raise some mana by demonstrating the new machine gun, or if Benedict can come down, by showing him off to a crowd, letting everyone know that he'll be helping 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 ~9 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:
Carried:
1 mana :-(
50 gold (food for catbird)
d8 armour: The outfit, naturally. Weighs as if it were d6
Backpack
Waterskin
Compass
Goggles
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Packed:
4 disabled machine guns (no triggers) w lots of ammo. (being repaired)
Gyrotourbillon
Black metal scrap
Steel scraps
Cable-wrapped metal box of happiness.
Surgical Tools
100ft Rope
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.
They tell you that their current plan is this: one team will move in and try to rescue as many of the captives as possible, meanwhile the other team will prep to flood the cavern. The rescue team will enter through the old mines and then once the signal is given the other team will flood it. They say this is to prevent combat with the wizard holding power down there. According to them, going toe to toe with an old mage is something to be avoided at all costs unless there is no other choice.
You think Benedict MIGHT be able to make it, but some of those mine shafts are gonna be a very tight squeeze as he is now.
[1v3]
Everything looks to be fine, least by your estimation. Nothing stands out as needing any real help.
[8+1v5]
Through a combination of Benedict tricks and some displays of gunning straight through a tree (and the wall behind it) with the freshly retro fitted guns, followed by a conga line of hugs, you manage to gather 41 mana.
I would also like to go through the testing.
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 would enjoy playing out the testing.
After agreeing to be tested both of you are taken off to different interrogation rooms.
Randy is asked if he has ever seen Nina do anything that would indicate that she is being manipulated by her spirit. This includes acting in ways that seem nonsensical, acting for the good of the spirit or other spirits at the cost of her own safety or the safety of other humans, and having knowledge of things she should not know. They emphasize to Randy that those in possession of spirits often act at their behest, gathering items or performing actions for no apparent reason. This sort of behavior can be dangerous to a peace keeping unit because it throws an unknown drive into the mix.
Nina on the other hand, well be asked details about her life. Where she was born, what she studied or where she was schooled, what she does now, her family, friends, etc. They will not tell her why they want to know this and will only say that it is important.