Head down teh dark corridor on this level first. Try not to fall through the floor.
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 follow the hall and quickly end up in a fairly large room, the center of which is entirely dominated by a large square bath. It looks like it might have been a public bath or at least the bath of a large family or household, as there are stone benches along the walls and evidence of basins. The most complete one you find is apparently made of silver and gold and is entirely intact other than one of its handles having been snapped off at some point. There are frescos on the walls of things that you don't recognize. Giant temples and cities, men and women in bright, loose fitting clothing, and scenes of agriculture- the fields growing plants of strange size and appearance. The entire room has a smell something like very old fragrance and salt.
...
I guess I don't get to have any medical gear despite being a healer?
"Um, I don't see a medical kit here. Are you asking me to scrounge up materials to treat people in the field?"
ask, am willing to put away my gear and proceed with the training, but I want to make sure my skills aren't being overlooked.
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.
"All recruits are given the same gear in the beginning." The magebreaker explains, "We do this for multiple reasons. First it means that no recruit is advantaged above another. Second, it allows us to select what we believe is a good overall loadout for dealing with the problems we will present to you. And finally, it forces people to get at least descent at fighting. I know you're a healer and such but a Magebreaker is more than just a job. Its a symbol of the power of the kingdom to protect its citizens. You may not always have backup to fight for you, you may not always have the items you want, but you will always be expected to protect the citizens of this kingdom from the worst threats imaginable. If you can get what you want by scavenging it, then thats fine, but remember why Mage Breakers are here. Remember what our purpose is."
"Friend Darwin, this place sucks. I really don't want to be here any longer than necessary."
Stand guard while Darwin does his things.
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: 25
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
[6v3] we'll say you made some pretty good stimulants, but if they're effective or not in this case is unknown.
Can I get a roll to make it known?
15 mana to our favorite barbarian, keep 10 mana as thaum in a bottle.
How much mana would we need to put into the thaumbomb to blow up the whole tower? And if Pan uses 'multiply' to reinforce it?
Last time Ecalir had d6 difficulty for a bug invisibility spell that lasted 30 minutes for 8 people. Since now there are only 2 of us, could that go down to a d4, nd if yes, for how long could it last?
Finally, suppose we used a bug invisibility spell, and we approached one of the entranced humans, how are they most likely to respond? Could we safely herd them together to allow for teleporting them away?
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)
You're pretty sure it will work but your understanding of exactly how this mind control works (apparently its not just the gas and its not a magic spell) isn't complete so you can't say for certain if the stimulant will be effective against it. It will help most likely but its not a magic cure.
Okie dokie.
d4 for 30 minutes or so.
You're not sure how they would respond to being removed. They might be so mindless and docile that they'd just follow what they're told to do; they might be something like a farm animal who will pull the plow until guided away. Or they might be straight up automata who will dumbly continue to perform actions regardless of area, or might resist changing areas. The spell, regardless, will not effect their interpretation of you; it effects only insects.
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: 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 spool of silver wire, 50 gold
Materials: lightsilver
Send my wagon wheel rolling, hopefully squishing some of the bugs, then try to tie up as many as I can with my rope
You send your wagon wheel rolling. This has very little if any effect as it is
1. Not very heavy
and
2. The bugs are flying.
Tear open a small packet of glitter, pour a little on one of the machine guns that Saeko isn't enchanting, and use "animate" on the glitter. The goal is to cause the glitter to hover above the MG's sights, and form little clumps in front of enemy bugs, so that they're easy to see and target. Do not do this if it wouldn't use kno/sns, or if this would require more than 1d4 mana.
Beyond that, stay in the back with Saeko. If a bug gets close and there's a clear shot, shoot at it with the spring pistol.
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 (Buffed to d8)
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
[6v4] -4 mana.
As everyone pours out and is getting set up, you quickly dump out packet of glitter into one hand and push mana into it. As soon as the spell settles in you drop the glitter onto the gun and it settles onto the metal for a moment before lifting back up and forming into rapidly shifting and moving lumps that zip about near the end of the gun. I'm assuming that these are acting like a targeting system, showing where the gunner would have to aim in order to hit any particular bug, automatically compensating for leading them and such. Otherwise I don't really see the purpose.
(Naturegirl, don't forget to list the temporary buff pill on your sheet. Also, charging into melee with d4 strength is extremely risky.)
In the short term I want to set up a toehold or defensive position in the cavern. Hopefully surrounded by the fire barrier and smokescreen. Set up the machine guns, and engage with ranged weapons to this end, cutting down the numbers of bugs and reducing the pressure on the melee guys and the guys with the bundles. I'll send Benedict to help out if things start going bad, but keep him in reserve if things are going well.
Personally, I will be staying mostly back, helping out with spells. I'll begin by buffing one of the machine guns with a Strengthen Speed spell to make it easier to maneuver and more accurate, allowing whoever's firing it to get more kills.
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: Buff pill. (Will, Awakeness)
Items:
Carried:
39 mana
33 gold
d8+1 armour: The outfit, naturally, and a shield. Weighs as if it were d6
Shield.
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.
Buffed with buff pill, d8 Strengthen Ape mind bouncer.
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.
Ok. For the future, yell out things you want people to do, and then do the things you want to do as actions. Probably the easiest way to handle this what with my currently limited connectivity.
The two full mage breakers both slam their weapons against their shields like a drum and an expanding bubble of light grows outwards from them and encompasses about 100 or so feet around them, covering the group and cutting off at the cave wall behind them. The bugs slam into this bubble and immediately begin clawing and striking at it with their organic looking weapons, spraying corrosive goo and firing needle like stingers. One of the mage breakers shouts to you that this shield is temporary and not made for large groups; it won't last long. Gunners move into place and set up the Heavy machineguns as the mercs and militia fire effectively blindly into the great mass of squirming insect bodies. They have no real specific targets, just the wall of chitin quickly encasing the bubble. The melee fighters move to the edge of the bubble and hack out at the insects, through several have their weapons ripped from their hands and you think one or two get too close and get pulled through.
The lesser mage breakers, the recruits and journeymen, begin their own work, weaving spells and bringing magical weapons to bear. The one you notice most is bowman whose shot arc slowly, gathering fire on their tips until they strike an enemy and detonate with great force.