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. most of her right arm is made of aluminum, from her hand to her forearm.
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 May be found at Bromcresol
4. Silver Wire: Acquired
Spirit: None
Spirit Task: None
Inventory: Doctor's bag, Thick fur shirt D4, Thick fur leggings d4, ghost charm, Smooth river rock, 100 ft of string, a pry-bar, a spool of silver wire, 50 gold
Materials: lightsilver
help the hostages to their houses
You essentially create a base camp of sorts near the mine entrance and keep helping people up, getting them settled before the long trek back to town.
Renting it is fine. Check the immediate area for any Sand Rays that may have burrowed in the sand, also check the sky on the off-chance that one is hunting here right now. Head north of where the caravan was attacked and continue my search there if I don't find anything here.
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: 3
Materials:
Shrink
Inventory:
War axe d8
Doctor's Bag
Leather armor d6
Bandages
Backpack
Lantern
223 gold
76 silver
Shield
Sword d6
Crossbow d6
20 crossbow bolts
Helmet d4
Leather gloves
Crowbar
Iron thread
8 lead weights
Harness
200 feet of rope
3 wyrm scales
Rented beetle mount (50 gold deposit)
There are about 12 hours of good sunlight per day to search. Because your senses are crap, instead of rolling once per turn I'm gonna roll 12 times per turn to see if you manage to find the thing any of those hours.
[after 7 hours, sometime around 2pm]
You do not find a ray itself, but you do find what looks like the tracks of one. They're headed south, out towards...well more sand.
"There ate kidnappings occuring in the town slums, targeting isolated healthy individuals, to be recovered days layer with no memory of what occured to them. Examination of them shows signs of mental influence dominating them, and of them being worked to near death before being discarded. The plan is to bait them out with someone that meets their victim profile but that can resist being controlled. The plan is for our Trojan to be picked up and taken to the rest of the captives, so we can make sure to stop the entire operation rather than merely disabling one agent."
"Sounds like I'm going to make a lifestyle of being kidnapped... If there any kind of plan for how you're going to find me, or am I on my own?"
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign descent. She claims to be the last surviving member of a long-dead ancient race, kept preserved in some kind of magical stasis, but this is likely untrue. Though her skin is a strange shade not normally seen on the continent, and her hair is bleached white with a slight green reflective tint. She is not very tall but stout like a dwarf and startlingly strong. She's wearing a red gambeson, gray pants, metal bracers, shin guards and a sallet helm.
Mana: 56
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10+1
Speed: d6+1
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Okay?
Inventory:
10 Gold
Medium Armor (d6)
Kite Shield (d6)
Long Sword (d6)
Catch Pole
3 Small Bombs
Manacles
Wooden Arm-Guards (d4 armor)
Hemp sack
Paints and brushes
Kukri (d6 weapon)
Square-tip machete
Needlessly ornate painting guardian sword
Jewelry box
At this point the mage breakers would add that they have something that amounts to a location tracker that they would be able to use to find you. As long as it doesn't get broken or you are intentionally shielded against being found, it should work.
Ignore the mannequin bot for now and head into the other room.
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: 34
Materials: Porcelain, Black Flux, Force, Toxin
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: nothing. She tired)
Scarab ghost - Request: a religious relic that has been buried with the dead for some time)
Catamaran sailboat
Ghost Charm
Doctor's Kit
Lantern, 2x Rope, Backpack, 15 ft collapsible ladder
1 pet carrier
1 pet harness with leash
1 prybar
1 rolling horse toy
1 kitten
shiny orb from the ruins on the lake (light blue glow. 3 mana invested.)
haunted obsidian and wood knife (with cold, light metal box)
29 gold
You leave the box and walk down stairs, only to find a reasonably large square room filled with more, very similar boxes. They're stacked 3 high in some places, all pushed against the walls. There's another of those golem things, albeit this one is partially smashed is is laying sprawled out on the floor near the stairs. There are some odd instruments hung up on the ceiling by long cords, maybe 5 or so feet off the ground.
There's another door here as well, this one heading into a hall with two other doorways.
Yeah, that ain't Ekrov's problem, and it ain't something he can deal with. Just... keep herding people up the tunnel, watching for straggling wounded. Use cha to make people help any, I guess.
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: 6
Magic Words: "Animate"
Stats:
Strength: d4
Speed: d6
Endurance: d4
Knowledge: d12
Will: d6 (Buffed to d8)
Senses: d12
Ongoing Effects: Magical cocaine pill buffing his Will.
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)
Merc Longsword (d6 Melee)
Ornamental spring pistol (d6 ranged) [6/6] (30 spare shots)
Alchemist gear
A decapitated mercenary's head.
24 gold, 8 silver (Saeko owes him 400 gold... For someone with d12 sense, Ekrov can be pretty gullible.)
Paints, a dish, sands, glitter, water, general scrying supplies.
Pencil + Paper.
Expensive medical supplies.
Sketches of:
Gyrotourbillon's workings
Benedict the Griffon
We'll assume you guys are to safety at the base camp of sorts. Well, assuming nothing stupid happens.
(After finding out that the magebreakers collapsing the cavern are capable of getting out.)
Leave the cavern area. Try to make sure Benedict gets out, but the autocannon can be left there.. it's just a magic machine gun, after all, and three of them are already out. When we're out, or giant buggy notices us, use a Strengthen Expand spell to enlarge the rock behind us to close the passageway. Head up.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Eyes currently shimmering with energy. Clothing is slightly dull in colour and made of metallic thread. Pointy, somewhat elfish ears. Burnt off eyebrows from spell failure. Missing fingernails on right hand.
Invoking Empath
Str d6
Speed d8
Endurance d10+1
Knowledge d6+1
Will d10+1
Senses d10, temporary. d8 base
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) (Super-eyes, d10 senses, 1hr)
Items:
Carried:
4 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
Magic Spyglass
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.
Steel Helmet. 1d4 armour?
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.
You call Benedict back and beat a very hasty retreat with the rest of the people left in the cave, leaving behind anything that isn't absolutely vital.
[7v5][-4 mana]
You make it to the mouth of the cave and attempt a spell, pointing at a large section of stone. The magic drains from you and then goes off with an electrical crack that bowls you over and leaves you dizzy. The rock remains the same size. You're trying to understand what happened when Benedict grabs you by the collar with its beak and starts dragging you away, moving in a semi-frantic crawl. You're a few hundred feet into the mine.
About 30 seconds later there is a great rushing noises and something slams into something. The mine shakes and you heard grinding of stone. A voice calls up through the mine, echoing violently.
OTHER OTHER ALWAYS OTHER LOOK AT ME LOOK MINE MINE MINE OURSSSSSSSSS