Explore the hallway and the two doorways. Contemplate using these golems as the core of my new glorious robot army.
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
The hall, like all these places, is pretty geometrically precise but utterly plain: basically an elongate rectangle. The two doorways here are both on the left side, both with metal doors. The first door has a symbol that looks like an arrow, while the second has no symbol. You try the first door and find it to be stuck; not locked, but clearly stuck considering the small amount of give you can get out of it and the grinding sound of metal on stone. The second door is unobstructed and leads to a stairway down, which in turn leads to another door. This one is one has no door and instead opens out onto a rather large room. There is a fair amount of rotten or rusted material here; with the only real surviving structures being a "U" shaped counter built into one wall and 8 barrel sized ceramic pots neatly pushed into a corner. There's another doorway across the room, this one with a door and a symbol of...you're not really sure. It looks vaguely like two overlapping circles, though each isn't quite a circle but a complex jagged polygon in a vague circular shape.
These golems would be very useful, though getting them up and running might be tricky.
"Well, this seems doomed to terrible failure, but I at least am prepared to fly things by ear... Just maybe put that thing inside my body so I can know backup's coming to the right place."
Proceed?
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
Alright, well you've got the tracking device. It looks like just a metal rod about as long as your middle finger and roughly the same thickness. It has no markings on it or other indications that it is magical in nature. You also receive clothing that covers your tattoos as well as makes you look a little less threatening than a mage breaker in training. They give you something else as well, a shoe with a knife (d6) hidden in it. Its spring loaded, a twist of the heel will extend it and you can remove it from the shoe entirely for independent use.
They ask if there is anything else you think you'll need.
Quickly head back to town and hire a tracker, then resume my hunt.
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)
We'll assume you can get one for about 1 gold for every 2 days. Now, he'll be able to follow those tracks pretty well, but how do you want to handle the actual hunt? You wanna just follow the tracks to the thing itself and then start perforating the ground, hoping you kill it? Also hoping it doesn't wake up or notice you before you reach it.
So, quick orient: these people currently exiting out of the cave, right? I'm guessing the rushing noises is water?
Would teleporting this whole group outta here be possible, should it come to that? Other than that, help the wounded get up I suppose.
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: 22 (15 to ecalir)
10 thaum in bottle
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
10 oil flasks
300 feet of really big, thick, strong rope
100 feet of metal chain
box of metal spikes
pair of binoculars
4 boxes of rags
Medium armor: d6 (not in use)
Right now I have assumed you are with Sy and Naturegirl. Since you and pancaek are so...well in pancaek's case at least...fittingly flaky, I've been automoving you out of danger.
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
Watch the entrance and warn someone if something comes towards us
Yeah that...might be a good idea...things might get awkward.
Sit at the base camp and anxiously wait for the Japanese magical girl to return. Use d12 know to figure out where Japanese people even come from, in this setting. Also continue playing doctor, 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
[10v???]
You're not entirely sure what japanese is. You think it might describe people from a place but you've never heard of a place called Japanes or heard anyone else claiming to be from there. In your opinion the girl might just be a bit loony.
Continue heading upwards. At a good place, try to block the passage physically, by moving rocks. Have my pet monster help with that. Use the spyglass to get an update on what's happening, but don't stick around more than a minute, keep moving.
If I can see water coming up, just drop everything and move.
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:
0 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.
[8v7]
At a more narrow section of the mine you have Benedict stop for a moment and start kicking out the ceiling joists and clawing up the stones. As he does this you take a look at whats coming with the spy glass. The beetle thing is at the entrance to the cave, or roughly there, and is violently tearing its way through the stone and trying to follow the mine shaft upwards. Luckily for you it seems to be having quite a hard time at it, being too big to get through without significantly widening the tunnel. Benedict kicks out a final joist and then scampers as the ceiling collapses. You let him pick you back up and carry you further along. You reach a main shaft and are ascending as you hear something crack in the distance. Then there is a great groaning and further crumbling noises that shake the earth around you. Water roars in the distance.
Up on the surface, at the base camp, a lance of green light leaps from the distant town and impacts the lake. A few moments later the water along the shore begins to recede a bit and a great whirlpool slowly materializes on the surface way out near the center of the lake. A moment later there is a rumbling and what seems like an explosion underwater, the whirlpool bursting like someone dropped a massive stone inside it.