“Thank you“
Leave Bromcresol and Head southwest
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, can be found in a large town or the mountains to the Southwest of Bromcresol
3. About a half liter of mercury: Acquired
4. Silver Wire: Acquired
Spirit: A silver quiver with 5 arrows that looks like a rib cage
Spirit Task: Unknown
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, a half liter of mercury, 36 gold, a silver quiver thst looks like a rib cage, and 5 silver arrows.
Materials: lightsilver
You take the road south and return to Ens Veneris. Here you have two options: Continue on the road to crocus and then take either the road up Lunare, cross lake Candentis and travel up the River Ink to Calamine and then eventually Kaolin. Alternatively you can travel up Lake Worm, through Halitus and eventually to Graves and its mountain, which is hopefully high enough to have the ice and snow you need.
It appears to be nothing but a warehouse. You're not even sure who owns it, but if you posed as investors you might be able to get in. A large scale buyer might be even more reasonable, since they'd have to buy more than was for sale at any storefront. We can assume that you stake the place out and ask around and do find out who owns it at least. Its a Leather selling company called "Greyhides".
Sure, do that then. Boost will to +2 to be more persuasive, then pose as interested buyers and ask for a tour, try to get an idea of where the artifact is in this place (don't be looking at the compass super obviously though, maybe pretend I'm looking at a watch). Maybe see if we can't get them to leave us to look around on our own for a bit after the initial tour?
The thaum conversion thing is based on an underlying rule of magic. Magic underlies a great deal of phenomena and gathers in certain places much like heat or gravity will be increased via certain actions or circumstances. For the sake of conversion, imagine the field of thaum like a gravity field and each unique object like an inverted gravity well. The more there is of something, the less thaum/magic is drawn to it. Theoretically this is because greater quantities of things require less concentrated magic to remain distinct and existent due to the stabilizing effect of proximity to other things like them. Rarities thus have more magic concentrated in them and more thaum to convert because of it. Converting a lot of the same thing or converting common things release less thaum because of this. Hence, the further an object is from its like or the more unique an object is, the more magic it is worth. Anything which is rare in the general area it exists in will be a draw for magic, hence why the distance idea works. However, you'll still see some drop off if you do a bunch consecutively due to a similar effect.
Some good stuff in there, thanks!
So, would one way to counteract the diminishing returns of converting the same thing for too long be to relocate and then start converting that type of item somewhere else? Or is it tied to the alchemist that's doing the converting? If the latter, what is required then to reset things so that that type of item is again worth the maximum?
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 + 2
Senses: d10
Mana: 36
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
439 gold
5 silver
Octopus core
15 kg black biometal
105 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 (for hired workers)
tarps, paint, and other stuff we can use to camouflage our dig site with
[1+2v2]
You manage to get a tour and during the tour manage to nail down where the signal is coming from. Its coming from an iron lock box that is sitting in the office on the second floor of the building.
There will basically always be diminishing returns to some degree regardless of relocating, partly for in universe reasons and partly for OOC reasons. Basically if you want to get the most from these diamonds, your best bet is to convert them a bit at a time, away from the others.
Lets make an attempt to heal the scars, then, with a Grow Ape spell to cause them to fade out and be replaced with fresh skin over a few minutes. Three cheers for the power of friendship which should triumph over backfiring magic anyday.
If that works..
Ekrov needs some pure iron for his sculpture. If it seems not too difficult, (no more than d8) try to summon the amount he needs as pure iron with my Steel word. Try a reverse-Strengthen Steel combo to summon pure iron. If it is more difficult than that, summon a bit larger quantity of low-carbon steel for Ekrov to use alchemy with instead.
Next, go make the eight popsicle sticks with the wing spell for parachutes, retrying failures as necessary.
After that, last thing to do is upsize Benedict next turn, and we're ready to go. (leaving it for later.)
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. Visibly glowing with a pinkish-purplish light. 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+3
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: Alkahest
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.
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, elephant-sized with 60+ foot wingspan.
Natural weapons d6, d8 with swooooop. 4/4 enchantments. d6 Strengthen Grow, d8 Strengthen Grow, d10 Strengthen Grow, d8 Strengthen Bird Speed.
Str D12
Spd D8
End D12
Kno D4
Will D8
Sen D6
Items:
Ghost Charm
Alchemist's Gear
Two machine guns! with lots of ammo.
106 mana
187 gold
d8+1 armour: The outfit, and a shield. Weighs as if it were d4.
Sealer-suit gloves
Shield.
Adamant Weave Backpack. Contents are magically lightened via Lightweight spell.
Waterskin
Adamant Weave Cloth. Sufficient for an outfit or two backpacks.
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.
[9+3 v 5] -5 mana
[4+3 v 1]
The scars give one last tingling shock as you heal them, but that rapidly disappears as they are covered over by new flesh.
[1+2 v5] -5 mana
Your attempt to summon iron via steel fails, producing only acrid smoke and crumbling black dust.
9,1,2,4,10,8,6,6 vs 6,6,2,4,3,3,4,4
5 passes and 3 fails, one of which was really bad. - 32 mana
5,7,2 vs 3,5,7, two passes, 1 bad fail, -15 mana
8v3, 1 pass, -3 mana.
The good news is that all the sticks are made. The bad news is you made two very bad fails in there. [1+3v10] Dang.
You double over in screaming agony and are lost in a swirling cloud of magic infused steam as your body rapidly changes. Your clothing burns and your belongings are scattered in the maelstrom. After what seems like an eternity of blinding pain you stagger up to your feet and look at your hands as the steam clears. Flesh has been replaced by exoskeleton: not insect like but more...regular and geometric. The plates of exoskeleton are almost like the tiles of a mosaic, carefully fitting together with hard edges and sharp angles unlike the rounded organic shapes of insects. They are also far more beautiful than insect chitin; they resemble purple opal, a bright violet alive with inner facets and shimmering colors. You look yourself over. Your entire body has been covered in the stuff, not a single trace of normal flesh remains.
The good news is that you now roll End instead of armor when being damaged so you effectively have d10+3 armor from that exoskeleton. The bad news is your magical girl outfit burnt up and you are now very unearthly looking. Albeit you are also SHOCKINGLY sparkly. That purple glow you have is literally shining out through the exoskeleton in a way most entrancing.
"Always figured myself for a greatsword kind of gal, but I don't feel particularly informed on the options.
Also, much as I love kicking in doors and crushing windpipes, I am capable of doing support things. Like how I lightened some of Saeko's gear in exchange for this adorable monkey girl."
Greatsword which shoots explosion blades it is then.
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: 14
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion, Toxic
Strength: d10+1
Speed: d8+2
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Permanently immune to nerve gas
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
Rifle (?)
They accept your idea and tell you they'll have something for you soon. They also tell you they have a somewhat secret mission for you, if you'd care to take it.
"I'll keep an eye out for opportunities to get you some higher class prey. Maybe some useless noble or an elf or something. We'll probably have to travel to find something like that. Maybe toward the bigger cities out west. I do still need to stab something with this cursed knife, anyway. So, are you able to pack up and be ready soon?
Oh, by the way, why didn't you hang out in the caverns and tunnels down below? Adventurers go down there all the time, and it's dark. Seems like you'd get a decent steady supply, though you might have to move about a bit if word got out that people were going missing."
Have we come to an arrangement? If so, prepare to leave town and go sailing. If not, well, time to wrap the discussion up. If she's refusing to go with, leave the house and give her 24 hours to disappear before reporting to the authorities.
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
"Would you enjoy living in a cave?" She says, apparently disgusted by the idea. Fair enough.
She accepts your offer and puts her dress back on in a very business like manner. You and her head out to the docks and return to your boat. She seems to have a very poor opinion of it and sits down with the air of someone barely containing their contempt. Lovely.
No cost has been given for ammunition. Check for available jobs regarding monster hunting and artifact or heirloom retrieval. Also check what materials my next sculpture would need.
Name: Robert Grant
Appearance: A stocky, tall man with black hair.
Magic path: Hunter Sculptor
Strength: d10+1
Speed: d6+2
Endurance: d8+2
Knowledge: d8
Will: d8
Senses: d4
Ongoing effects: Cut palm (treated), deep gash in the side (treated)
Mana: 32
Materials:
Shrink
Bone
Lead
Iron
Snake
Homing
Ichor
Steam
Inventory:
War axe d8
Doctor's Bag
Platemail d8
Bandages
Backpack
Lantern
314 gold
73 silver
Shield
Sword d6
Rifle d8 (Homing enchanment, rolls at advantage)
50 rounds of ammunition
Helmet d4
Leather gloves
Crowbar
Harness
200 feet of rope
Rose of desire (When asked about something desired the petals will point towards its location)
Ray whisker trophy
Lets call it 3 gold for the ammo.
There's a few jobs available. The one that seems best to you is the hunting of something called a "Flux Wurm" out in the black flux area. Pays dang well and its a pretty big and dangerous critter by the sound of it.
You need
1. A good amount of Sulfur gas
2. one 1lb of pure gold
3. Magma (one cup's worth)
4. One silverscale fish, still living.
Use thaum and the alchemy kit to turn the steel Saeko summons into pure iron--unless she just summons pure iron straight.
With that, Ekrov will have collected the last item needed for his sculpture. Ekrov's already collected a skull, clockwork, and bottled cloud water. Saeko's thrown off a possession of her own will, so her blood counts for that requirement. So, make the sculpture, and see what it does. Also what materials it provides.
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 (353 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 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 skull.
A clockwork doo-dad for the sculpture.
Saeko's blood, for the sculpture.
17 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.
Schematic for a simple remotely-operated alchemist-gear manipulator thing.
Maps to three separate caches; one with buried death pellet furnaces, one with buried bombs, one with various undefined clockwork loot in crates.
TO-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 clockwork
Collect and deconstruct tools
Collect and deconstruct guns
Collect and deconstruct bombs
Figure 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!
Well Saeko failed to summon you anything and then she caught on fire so...might not be a good time for that. However, iron is not exactly uncommon around here so lets do this. For 5 gold I will sell you the iron you need. With that and some blood you could easily gather from Saeko's recent fun times, you have what you need indeed.
You gain the following words
Cloud
Banish
Iron
Human
Clockwork
The sculpture- a human skull clad in iron and mechanisms, powered by what seems to be steam- is called the Ferrous Memento. The skull can open, like the lid of a jar, and allow the blood from a human to be placed within. The Ferrous Memento is then aligned with that individual and grants its holder total control over the memories of that individual. He may look through them like the pages of a book, alter them perfectly, erase them, substitute them, or anything else he desires. This power needs no roll and is absolutely effective. The Ferrous Memento has no loyalty and will follow the whims of whoever is holding it.