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: 9
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, 9 gold’s worth of food and water, 41 gold, a silver quiver thst looks like a rib cage, and 5 silver arrows.
Materials: lightsilver
While holding the quiver and arrows, rotate myself while holding it in front of me to feel if the vibrating strengthens or weakens depending on direction
It doesn't seem to vary depending on where you're facing, including how high or low they are in comparison to the ground, or which direction you're facing. Nor if they are faced towards the sun. The vibration seems constant, neither growing or decreasing. You try a variety of other things like making sounds at them, speaking to them, trying to somehow get them to react to prayers (they came from a shrine after all) but nothing works.
Run up to its head to retrieve the ax by pulling it out with the rope that's still attached to it. Then finish off the Ray with the ax.
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
18 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)
[5+1v5][5v4]
You run over to the creature and, using the rope still trailing from its mouth, tear your ax free and proceed to hack at the beast. You do this for a while. A long while. The creature can't effectively fight against you anymore so it becomes a horrible bloody slog until finally, after what feels like an hour of chopping, the ax slips from your gore drenched hand and you fall back onto the blood soaked sand, out of breath. The creature is dead. You have no idea where you are in the desert. You're exhausted, covered in sticky blood, and lost your sword somewhere in the chaos. You can't do anything more than close your eyes and try to recover, your mind utterly blank.
You gain 115 mana.
What was that about a holding pattern? Try again. In fact, keep trying until it looks like I'm damaging them.
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.
Mana: 15
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion, Toxic
Strength: d10+1
Speed: d6+2
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Permanently immune to nerve gas, Diethyl ether-vision
Inventory:
Normal clothing
Tracker
Boot Knife (d6)
Rifle (?)
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
[8+1][2+1]
You drag 12 mana out of the two and the first one starts spasming. He's probably dry, unless you wanna drag a bit more out and kill him. Doubt the mage breakers will like that though.
Now or Never, if I don't try it now I'll be to tired to do it later.
Accelerate, I need to be able to move fast.
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, Accelerate
Mana: 3
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
(Locked up) Inventory: waterskin (air), hammer, 2 silver, air bladder, white robes, aqua vitae. a red gambleson, gray pants, metal bracers, shin guards and a sallet helm (d6 armor). kite shield (d6), a long sword (d6), catch pole.
(current) Inventory: 3 small bombs and a pair of manacles. Backpack, padded cloak (D4 protection, Light armor), doctor's bag, walking stave, Lantern.
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.
Thats a pretty vague spell but I'll work with it.
[10v2] -2 mana Wow, just barely worked.
You push mana into your legs along with your word and suddenly it is as though you are flying. Your legs don't suddenly go loonytoons and blur into a haze of flying feet; instead every step seems to drive you forward 20 feet, 30 feet or more. You close the distance in a matter of a few strides and tackle the man. [7] Only as you hit him and feel the full brunt of the impact do you realize how fast you were going. The both of you sprawl out onto the sand, bouncing like you were thrown from a speeding horse. You manage to get an arm around his neck and put him in a chokehold to prevent him from scrambling away, but he sure is fighting you.
Follow the murder-hobo homeowner into her murderhome. Ask her what she does for a living.
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: 68
Materials: Porcelain, Black Flux, Force, Toxin, Weapon, Break
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. Additional mana (?) invested from magicoal)
haunted obsidian and wood knife (with cold, light metal box) Cursed, can't release until I kill a sapient. Can control spilled blood as if I had the Blood material
40 gold
She closes the door behind you and you get about as far as "So wha-" before she has pressed her body against you and her lips to yours. She seems...honestly into it, and more so by the moment. You get the feeling that this whole murder racket might have very specific and hedonistic motives, so to speak. You wonder, idly, as she wraps her arms around your back, when she intends to make her move. So to speak. After a few moments she pulls away and, with a very attractive smile, walks for the stairs while beckoning you along behind her.
Get will to +1, then return to the buyers and make clear that we know what they are trying to pull and that their window is closing fast, mention we have the resources to start up our own mining operation should we want to.
Back up Darwin with whatever he does. Look like an intimidating barbarian bodyguard with fabulous style while doing so.
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: 55
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
As per the cost of the diamonds themselves, you think your small handful is worth about...110 gold? They're uncut and not very large so their value isn't too much currently. But still, they're not bad.
How much thaum are they?
Better. Alright you spread the info around that you have a new diamond vein you're looking to sell the location to. The various buyers express their interest but you also notice that while they're saying they're interested and seem to take your diamonds as good evidence, none have come forward with an express offer. You also get word from the men at the dig site that they've seen more people wandering around the area in the past day or two. None have wandered over to them yet, but you get the distinct feeling that your buyers are trying to find the site on their own before making an offer.
Immediately send snailmail word to our workers to use those tarps and paint and such to camouflage the dig site if they can, they should suspend mining and lay low as well, they're to try and keep the site and themselves hidden.
Get will to +1, then return to the buyers and make clear that we know what they are trying to pull and that their window is closing fast, mention we have the resources to start up our own mining operation should we want to.
By the way, how much thaum to teleport to the dig site from the outskirts of the city?
Finally, could we hire a person who could reliably estimate the yield of the dig site (aka does such a person exist here in Alkahest, and what would their services cost)? And if yes, if we were to blindfold and muffle that person and teleport there, would he or she be able to accurately determine where the site is based on the surroundings, or would the teleport be enough to throw them off?
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6->d8
Endurance: d6->d8 + 2
Knowledge: d10
Will: d8
Senses: d10
Mana: 66
2 bottles with 10 thaum each (20 total)
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventory1 sedated bugman
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
79 gold
5 silver
Octopus core
15 kg black biometal
6 small diamonds
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
Gimbal that points towards diamonds (range around 100 meter)
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
series of good maps of area around Alkahest and the volcano
Paradox snail (inside jar) and things to keep them happy and fed, linked to Ecalir
Extra pair of paradox snails
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)
18 days worth of supplies
2 sets of digging tools (for Darwin + Ecalir)
Extra digging tools (fir hired workers)
tarps, paint, and other stuff we can use to camouflage our dig site with
Thats honestly kind of dependent on where you are. Remember, its a desire/rarity sensor. Here, about 15 ish per stone, at the dig site, like 10, out in the wilderness, 30. The less diamonds around, the more thaum its worth.
You get word back from the workers that they are doing as you asked and will keep you informed. No bad news yet.
Done. [8+1v1] Your warning causes them to fold remarkably quickly; its actually surprising how quick and totally they give up. They begin making offers. The current high bid is 450 gold and they're still going. You could probably get it up to 600 if you let them argue a while.
Lets see...outskirts...assuming you mean outside the city and at the base of the volcano...4.
You could. They would need to come see the place and probably want 20-30 gold for it. As per if they could identify it...maybe. Alkahest's volcano is still in view from the dig site so thats a pretty good landmark. But the dig site isn't on any roads so they probably could only get a rough idea of where it is; given time they might find it again but it won't be super easy. Teleport would definitely make it harder because they'd have no idea of the route or the distance off road.
Not really any special skills. Unless there's literally a flying city engineer or something around. I'll take an extra person if someone like that who really knows about it shows up, but otherwise, no special skills other than being reasonably healthy, willing, and okay with the chance of weird shit. And not stupidly brave.
Use a Strengthen Expand spell on the adamantium weave material to triple the available quantity. (d8 tripled a large pile of fish with a normal expand, so should be easier than that.)
Then see if I can get a backpack made from the material, leaving enough for two more backpacks, or an outfit.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Clothing made of metallic thread. Pointy, somewhat elfish ears. Violet tinted eyes. Very faintly luminous. Missing fingernails on right hand. Heavy lightning scars up right arm, and around the neck, ending at the right temple.
Invoking Empath
Str d6 +1
Speed d8 +1
Endurance d10+2
Knowledge d6+1
Will d10+2
Senses d8 +1
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: Suffering from miscast effects on a d12 strengthen (willpower) spell for a duration on a potion.
Items:
Ghost Charm
Alchemist's Gear
Two machine guns! with lots of ammo.
94 mana
250 gold
d8+1 armour: The outfit, and a shield. Weighs as if it were d6.
Sealer-suit gloves
Shield.
Backpack
Waterskin
Adamant Weave
5kg steel rod
Cable-wrapped metal box of happiness.
Box of painting-golem
Compass
Goggles
Doctor's Bag
Sealer suit material.
Surgical tools
50 feet of rope
Magic Spyglass
~250 gold value of gold and silver ingots and precious gems.
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Alchemy SuppliesNotes: Improving physical stats with strengthen, d4->d6 is d6, d6->d8 is d12, d8->d10 is d20 or more.
Alright, you get your workers. Mostly men, two women, all in their mid 20's, all clearly up for adventure but not dumb.
[4+2 v 3] Done. -3 mana.
[5+1 v3] You make a pretty nice backpack from the stuff, though...well...there are some issues. You don't have thread that works for it so you have to unravel some of the weave (Laboriously) and use the resulting threads. They're not easy to sew with so the bag's pretty simple in design, a rucksack of sorts with just one big compartment.
At first I thought you meant that Ekrov drew a penis, but after looking at a bunch of pictures of mutilated dicks, I'm convinced that he must have drawn a tongue. Which is weird, because a tongue would actually work fine here.
In any case... well, try again. I hate these kinds of actions but this is literally the last thing I really want to do on this trip.
Sketch up a design for a little clockwork hand or arm that is capable of adjusting whatever needs to be adjusted on the alchemist's gear while turning a substance into thaum, and build a rudimentary little construction out of spare clockwork, to serve as a focus for the design. It doesn't have to be articulated; the idea is that Ekrov will animate the picture, but use the faux hand/arm as raw material, as I imagine that should be easier than just creating an entire arm out of nothing but a sketch.
Once that's ready, set up the alchemist's gear next to the arm, then fish out one of the death pellets from the opened up furnace/reactor/whatever it is. Saeko used a cup on a stick I believe, and if it wasn't left here, just build a similar tool. Once the pellet is obtained, dump it into the alchemist's gear's jar or whatever, and start the thauming process. If it requires adjusting, cast a very short spell to animate and articulate the faux manipulator constructed earlier to do the adjustments; Ekrov doesn't want to risk getting close and poisoning himself.
Edit: If that actually goes well, thaum the rest of the death pellets that are in the opened furnace thing. The other furnaces... bah, just cut them out of the superstructure without opening them, and if they seem to be completely solid and closed, have Benedict pull them out of the wreckage. I'll bury them somewhere next turn, for safekeeping...
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: 20 (263 thaum carried)
Magic Words: "Animate"
Stats:Strength: d6
Speed: d6
Endurance: d6+1
Knowledge: d12+1
Will: d6
Senses: d12+1
Ongoing Effects: None.
Current Sculpture Materials:1. Human skull2. 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 skull.
A clockwork doo-dad for the sculpture.
23 gold, 8 silver (Saeko owes him 400 gold... For someone with d12 sense, Ekrov can be pretty gullible.)
Thaum.
Paints, a dish, sands, glitter, water, general scrying supplies.
Pencil + Paper.
Expensive medical supplies.
Sketches of:
Gyrotourbillon's workings
Benedict the Griffon
Detailed but incomplete schematics of clockwork robot people.
Clockwork machinegun schematics.
Simple clockwork tools schematics.
Highly detailed anatomical drawing of a...
muscular hydrostatTO-DO LIST:
Diagnose Benedict (I'll definitely do this eventually!)
Collect thaum to convert steel into pure iron.Finish sculpture.
Clockwork wreck stuff:
Fix a robot
Alchemize power pellets
Alchemize scrap clockworkCollect and deconstruct tools
Collect and deconstruct guns
Collect and deconstruct bombsFigure out precisely what loot to take, and how much Benedict can carry.Try to reverse engineer and understand those power pellet crucibles.
Build a helicopter!
[4+1v5] eh, good enough.
[2+1 v 1]-1 mana
[8+1v7] And fine.
You melt the pellets down and luckily don't kill yourself. You get 95 mana out of them. And bury the rest of the stuff.