I also have a lantern for light, but I am cool with using the magic ball as my light source instead. Tie my rope to something up here and slide down into the ruin. is the stairway the only path inside? Do I see any derelict decorations of interest? Perhaps something religious in nature? If the firstroom is uninteresting after a brief search and there are no other options, head down the stairwell.
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: 14 12
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 (light blue glow. 1 mana invested.)
haunted obsidian and wood knife (with cold, light metal box)
0 gold
You use the rope to lower yourself down into the room and take a good look around. The contents of this room are badly rotted and rusted, apparently due to water from the roof. There is a stairway down into the deeper parts of the building as well as one that heads off on this level; it was hidden because it is almost directly under the opening and blended in with the wall. Both are too dark to see any length inside; you'd have to walk down there to see what they hold.
As per decorations, there is one thing thats interesting: There is a symbol engraved in the stone wall next to the path that leads down: It looks ornate and purposeful, like an emblem or a coat of arms, but you can't tell what its supposed to be. Its all straight lines ending in curling tines and barbs, branching off from a central sphere. Its almost like looking down on a thorn bush from above.
Ok for you if we say I made a couple of doses of antidote?
Also, before I asked if I could make a 'normal' strong stimulant to help counteract the mental fuckery, could I try that?
Finally, can we assume Ecalir and Darwin reunite, or should we play that out in detail (I dunno how far the room Darwin is in is from Ecalir nor if he is in earshot)?
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: 44
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
39 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 (23 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)
See if I can reunite with Darwin. Otherwise, shout for him and try to establish communications at least.
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
Sure
[6v3] we'll say you made some pretty good stimulants, but if they're effective or not in this case is unknown.
You both meet back up.
I'd like to welcome Adam back and proceed with the training.
"It was different. First he asked about myself for a while, but eventually he asked Adam to leave me and then asked me a bunch of questions about how I feel and what I want and stuff. Apparently without Adam I don't have much emotion. it felt really weird. But when he was done he let me and Adam be together again and said we could go through the training."
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.
"Well... How did it go?"
If we're done with the testing and Nina agrees to, begin the training.
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
A Mage Breaker you through surprisingly heavily armored and robust halls to a small room lined with lockers. He points out two that are unlabeled and hands you both a key.
"There's gear in there. Stow your old stuff, take only what you find in there. Part of training is being able to work with limited supplies. You won't always have your pick. I'll meet you in the room at the end of the hall."
He walks away and you both open the locker and take out the contents. The uniform within is a red gambleson, gray pants, metal bracers, shin guards and a sallet helm (d6 armor). Other than that there is a kite shield (d6), a long sword (d6) and a catch pole, along with 3 small bombs and a pair of manacles.
Sleep and rest.
Name: Robert Grant
Appearance: A stocky, tall man with black hair.
Magic path: Hunter Sculptor
Strength: d10+1
Speed: d6
Endurance: d8
Knowledge: d8
Will: d8
Senses: d4
Ongoing effects: Cut palm (treated), deep gash in the side (treated)
Mana: 13
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
4 single shot pistols d6
1 empty single shot pistol
8 pistol rounds
Cutlass d6
Boarding ax d6
You wake up as the ship pulls into port. At this point the merchants basically tell you that they'll be fine from here for the next few days, so you have time to kill in town before they'll need escort back to the oasis. They also give you 35 gold; apparently bounties from the pirates you killed.
I'm fine with wooden shields. I'd assume they're mechanically the same as metal shields, just vulnerable to fire and such, since you can't really make mechanically *worse* shields.
Anyway, give the painted shield to Saeko as she prepares, and equip the unpainted one. Then stick with her and chomp one of the will pills while listening to her speech. It gives one level of bonus will, right? D6->d8?
Edit: Oh. Discuss plans with the mage breakers. According to Dev, Saeko isn't really directing them, so... what are they doing? Where are they going? How will they be supporting everyone else? We're going up against a mage who can control minds, which I'd think is something they're good at shutting down, so are they leaving anyone to protect crucial people? In particular, the machine gun emplacement really ought to have a good defense against mind control, if that gets taken over everyone else is... well, machine guns are terrifying. Especially when most people are merely armed with, like, swords and pistols.
Name: Ekrov Trenian Vyachilad
Description: A noble's son, Ekrov is a boy on the cusp of adulthood, and barely looks it. His hands are soft, his appearance taken care of, and his bones slightly visible under his unmarred skin. He's scrawny, clearly having never done manual labor in his life, and somewhat short--though it's hard to tell whether that's due to age or genetics. His eyes are wide and constantly look around in absentminded wonderment; he's clearly out of his element in this, and gives off a tourist-y impression. He wears a clearly high-quality outfit, but to his credit it looks unusually practical for a noble, subdued brown in color and light aside from thin pieces of light leather in strategic locations, clearly intended more as protection than a fashion statement. He carries a small backpack, and wears a light cloak that's had an absurd number of little pockets clumsily sewn into it.
Magic Path: Alchemist Sculptor
Mana: 9
Magic Words: "Animate"
Stats:
Strength: d4
Speed: d6
Endurance: d4
Knowledge: d12
Will: d6
Senses: d12
Ongoing Effects: None...?
Current Sculpture Materials:
1. Human skull
2. 10 lbs of pure iron
3. a piece of complex machinery; clockwork or similar.
4. a bottle of water collected directly from the a cloud.
5. The blood of someone who has fought off a possession with their own will
Inventory:
Backpack
Lightly armored traveling outfit (enchanted to d6, from d4)
Wooden shield (+1 to armor rolls, most of the time)
Steel stilleto (d4 melee)
Ornamental spring pistol (d6 ranged)
Alchemist gear
24 gold, 8 silver (Saeko owes him 400 gold)
Paints, a dish, sands, glitter, water, general scrying supplies.
Pencil + Paper.
Expensive medical supplies.
Sketches of:
Gyrotourbillon's workings
Benedict the Griffon
Okie Dokie
Ok, and yes.
The Mage Breakers aren't under the Control of Saeko, but they're following her lead so far. Their focus is on killing the mage and rescuing the hostages. They will be doing their best to do both while preventing mind control and basically whatever they can.
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: 3
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
Spirit: Ring of Fire
Spirit Task: find Gold Ring:complete
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 pry-bar, a chunk of lightsilver about the size of my head
Materials: lightsilver
Accept the offer and do the trade, then thank the jeweler and head to the entrance to under the lake
You join the departing forces.
And here we go.
Wake up Benedict, and see how he's feeling. Take back the amulet. If he's still down, give him another point of mana.
Cast a temporary (1 day) d10 Strengthen Ape spell to summon an ape-spirit into his brain. Since it's a summon, it should follow my orders, so tell it to protect catbird's head from any intruders who aren't me, preferrably by a punch to the face, followed by jumping into the attacker's mindspace and apeing it up. If it fails, but not critically, retry at d8 difficulty, then d6. (If a hostile spirit is summoned, try to beat it into submission teamed up with Benedict, although if it just wants a bribe, listen to the offer instead.)
After that, hopefully, go head towards the mine and make a speech. Give the magebreaker their umbrella, and their buff pills if not already done so. Give the machineguns out too.
Try to get everyone enthusiastic and pumped up for the battle with the speech. Then try to find a space in the mineshaft, very near the entrance. Pass out the pills, make sure everyone gets and takes one, and try to hug up to twelve people who are under too-strong emotions and haven't been drained in the last day. (Since it takes a minute, don't want to delay the attack too long.) Pass out the amulets, one to go with the group holding the entrance, and one to go with the capture group. Take our pills once everyone's done, including my gryphon and my two guards.
Bring the spyglass too, but someone else can carry it if desired.
Then go down myself, right behind Benedict, very near the rear of the group, save for perhaps a handful of others. If Benedict gets stuck, use a reverse-strengthen spell to weaken the weakest of the Strengthen Grow spells on him an appropriate amount for him to squeeze through.)
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. Pointy, somewhat elfish ears. Burnt off eyebrows from spell failure. Missing fingernails on right hand.
Currently ~6 days until next full moon. (already subtracted tonight, so this will be the date of the attack tomorrow.)
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: Lunare
Status: Fine. Burn scars on arms. Missing fingernails on right hand. Slightly enhanced hearing.
Temporary Effects:
Items:
Carried:
26 mana (-2 fed into the endless pit that is my mythical beast.)
33 gold (food for catbird.)
d8+1 armour: The outfit, naturally, and a shield. Weighs as if it were d6
Shield, +1 armour.
Buff pills. Six hour duration, d8 Strengthen (Will) + d6 Strengthen (Awakeness) / 80 pills
Backpack
Waterskin
Compass
Goggles
Surgical tools
100 feet of rope
Two amulets with week-long d6 endurance-boosting effects. Intended to help heal maltreatment, exhaustion, and restore some health to abused, dying people, to make them more likely to survive.
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Left Behind:
Black metal scrap
Steel scraps
Cable-wrapped metal box of happiness.
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
[Fanciful]
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.
He's fine now.
[3v5] [-5 mana] No dice.
[5v2] [-2 mana] Alright ape spirit summoned.
Alright
[2v1] Lucky. You inspire the crowd with a combination of appealing to ending the terror of the lake and returning their loved ones -for the locals- and getting mad stacks of cash for the mercs. You get 20 mana from your various hugs.
Ok so we're gonna assume for time sake and my limited connectivity right now that you guys make it down through the mines ok. Basically, the tunnel will lead right into big cave at one of its far ends. As you come in there will immediately be insects flying in towards you, apparently alerted before you ever even entered the room. Its pretty obvious that the bugs at least knew you were coming and are mounting a defense. There are about 100 of them visible right now, flying down on you in an erratic swarm with no real visible pattern or plan.
As you step out into this situation, what are the orders you give? How should things proceed from here and towards what ends specifically, in the short term.