Day Three: MorningSet out to our death.
If this is doable and reliably safe with life magic (at level 10 in that skill), then start doing a "checkup" with the members of the expedition, make sure they're in good enough health.
Name: Flownia
Race: Uplifted Corvus corax, female
Size: Tiny
Atrtributes [sic]Skills- Food Related (Foraging) 5
- Transportation (Flying) 5
- Spiritual Work (Life Magic, Sapient) 10
- Combat (Body) 4
Inventory- Tiny leg pouch
- 5 days feed?
- Tiny life amulet
Final action before going on the trip is converting my remaining liquid funds into additional power.
When assessing the other guards I am (as always) keeping my eyes out for possible wielders. I would especially be taking notice of their weapon choices, probably even before noticing their health and builds.
I will have let the head guard know about my ranged capabilities and their power cost to use, will be fine with their use IF compensated for it.
I noticed that the question of what we're looking for hasn't been answered, was that intentional? I don't have an objection either way, but I do want to know if they're keeping it quiet or not.
Have we been given any unusual instructions or just a generic "guard caravan" instruction?
How have they been recruiting guards? Are they intentionally picking ones that are bad off or is it just coincidence? Are there any other warning signs that this might be a trap?
Is anyone showing possible signs of wanting to bully Flownia? carefree as my usual attitude may be, I will still be trying to look out for her.
The three merchants, what kind of merchants are they? What do they sell?
Further questions! ((I have a bottomless well of questions))
Am ready to travel whenever the caravan is ready.
name: Gwyneria
race: Mechanoid (transforms)(Human-impersonator)(Scythe)(Cannon)(Living weapon)
size: medium
atrtributes
Mind: 3
Body : 11
Spirit : 4
skills
Combat(Body)(meele): 9
Combat(Body)(ranged): 3
(change self): 10
elemental magic (energy) (wielder): 2
inventory
5 days of power.
1/2 day's pay.
nice but not fancy clothing
whetstone
small bottle of weapon oil
description
This little girl has tan skin, long brown hair, and a non-muscular frame. inset in the back of her neck, covered by her hair, is a small, roughly-2inch across at the widest point, pale crystal that her eyes match.
She also is able to transform in a large scythe with a semi-automatic 20mm cannon built into the handle, with her crystal inset near the head of the blade, and is capable of manifesting a secondary blade as well if desired. This crystal is core to her being, and although it is extremely durable, if it beaks, in either form, she dies with it.
She generates her own ammunition, having both HEDP and HEI shells available to her, however doing so significantly drains her energy, and so does not use these very often.
untransformed, she is able to access only a fragment of her own power. she is able to protrude her scytheblades from any point on her body, and is able to shift her arm into the end of her cannon barrel, however firing her cannon this way is inadvisable, because the short barrel does not permit her shells to properly engage the rifling in addition to not having the normal stabilizing effects of using the proper barrel length, and she doesn't have the strength to compensate for her own recoil, causing her accuracy when fired this way to be absolutely terrible. Also, it is likely to knock herself over, and she will take longer than usual to chamber a new round when fireing this way as well.
Her crystal also allows her wielder to access magic through her, in this case elemental (energy) magic.
(2) the caravan encounters a pack of omnivorous, giant lizards half a day out. THE lizards are buffalo sized, and there are about a dozen of them. gonna roll a d4 to see how they act: 1-hostile, 2-neutral, 3: they get out of the way, 4: they are too curious and approach the caravan. and I've lost my d4. hang on ... 2. The lizards sun themselves on the road, completely blocking traffic for the afternoon. You can attempt to get them out of the way somehow or just wait and call it a day. They'll get active as the sun lowers. They are expected to wander off toward shelter at that time.
Meanwhile, Gwyn chats up the guards, mostly talking weaponry care and maintenance and other mercenary subjects. The guards seem unfamiliar with magical weapons like herself. two of them are fairly curious and do ask to see her transform. If she agrees to let them, they take turns swinging her and the like. the third guard seems more surly, and at rest stops either is out on perimeter duty or lays under the wagon or in some other shade with his hat over his eyes. The leader is polite but distant. He doesn't stop her from engaging the others though, but if she does transform his stern gaze is on her the whole time.
(That's all right, it makes since now that I think of it.)
"Seems like I might have better luck if I leave the city and try some were else."
Find out if there are any caravans to another town and try to get a job as a guard or something.
Name: Blarg
Race: Zebraman
Size: Medium
Attributes:
Mind: 6
Body: 7
Spirit: 5
Skills:
Food related: (Hunting) 8
Physical work: (carpentry) 5
Mental work: (Wood carving) 4
Combat: (Ranged pistol) 7
Inventory:
Business Suit
Standard Handgun
5 days of food
Carving knife D6
Piece of usable carving wood
Partly carved axe handle
As Lenglon and Egan found out two turns ago, there are several. Take your pick of the options below
East: 4 caravans. 1 for 3 days, to a travelers' junction. 2 for 1 week, to Fort Stuntner at the edge of the eastern wastes, and 1 going into the wastes. Unknown length of time. provisioned for 2 months. (departed)
North: 1 caravan. 1 weeks' travel
West: 4 caravans traveling 2, 2, 4, and 6 weeks.
South: 3 caravans traveling 2, 3, and 3 weeks.
name:?
race: Beast Elf
size: medium
atrtributes
Mind(4)
Body(7)
Spirit(7)
skills
-Combat(body/claws):8
-spiritual(aether sensitivity):4
-magic(motion):6
-magic(energy):6
inventory:
-kilt
-bandolier
-satchel
-magic focus
-odds and ends
-beast elf armor
-1 day’s wages
-6 days food
Not sleeping in town. During the night, I try to set up some criminal contacts as a killer-for-hire.
d10 v mind: 10. You get into a bar fight for encroaching on a gang's territory. You get badly beaten and injured. You now have one gang who consider themselves your enemy. You'll roll at disadvantage on body rolls for a while. Also, you should probably be at 5 days food at the moment.
Johnson looks at his rations supply and sighs "Cant keep this up forever."
Find other specialized accounting work.
Name: Johnson Windslow
Race: Human
Size: Medium
Attributes
- Body: 4
- Mind: 8
- Spirit: 6
Skills
- Spiritual Work (Creature Empathy) 2
- Combat (Ranged/Guns:) 2
- Mental Work (Accounting) 10
- Mental Work (Law) 10
Inventory
- A worn down grey business suit.
- A old pair of business shoes.
- Wireframe glasses
- A genuine leather briefcase
- 1 1/2 Days Wage
- 5 Days worth of Rations
Notes
Is literally a accountant, also obligatory song
https://youtu.be/61wLeH2Ui1U
d20 v mind: 6 A magical tools shop (Flannigan's) hires you to go over their books and get the numbers to line up. Seems their businessperson is honest, if a tad sloppy. You spend the day basically just cross checking numbers, rewriting account books, and answering accounting questions. You get a day's pay. Flannigan seems pleased with your work.
Set off westwards.
If possible with the load, do so by flying.
Name: Jack
Race:
Man o' War, male
size: small
Attributes:
Body: 6
Mind: 6
Spirit: 6
Skills:
Food related: Fishing 3
Transportation: Flying 5
Physical work: Metalworking 5
Physical work: Construction 5
Mental work: Surveying 6
5 days of food
Messages for the west. Pays 7 days wages upon arrival.
Encumbered. This has a chance every day v. body stat to halve your progress for the day.
Inventory:
small pouch
Messages for the West.
miniature anvil (flat steel chunk with a spike)
small hammer
fire stone (heats up when willed to do so.)
blank paper
ink bottle.
Yes, flying is the method of travel I expected you to use. You are weighed down, but hopping would have taken just ages. Well, I suppose there are other options. You get one full day's travel in today without issue.
Just roll up a bar fight.
>Go into the bar and see if any adventurer parties or similar are recruiting as part of the classic ttrpg cliche.
name: Matt
race: Human
size: Medium
atrtributes:
Mind: 5
Body: 8
Spirit: 5
skills:
10 melee (sword)
8 melee (2 handed)
3 melee (general)
1 magic (motion)
inventory:
holy broadsword
wind longsword
pirate hat
pirate garb
5 days of food
1 day's pay
Classic Table Top Role Playing Games usually come pre-set with an adventuring party ... the one around the table. In this case, the players all decided to fuck off to teh four corners of the gaming world, getting as far from each other as possible. You can still try to catch up to one or other group if you want, or just join up with blackpalading and king zultan who are both also apparently looking to leave town. Now, this is the third time I've asked you specifically to white text bold your actions.
What kind of things can life magic do, anyways? Of particular note would be anything which can be accomplished without a roll at 10 skill.
from the OP:
"life and death types are broken into plant, animal, monster, and Sapient (aka humanoid, aka, thinking, feeling beings), and primordial (mircobes, oozes, spores, and the like)"
so, first, you specialize in one of the classifications of creature. In this case, I assume you are going Sapient since you are a party healer. Life magic can accelerate or slow growth, correct imbalances in living processes, purge toxins, read the physical or spiritual state of beings. As for doing without a roll, anything I deem trivial or commonplace, including things that others might have to roll for. If you have to heal a standard battle wound outside battle, it should be trivial. if you try to reattach someone's arm, it'll be a roll. Life magic does not raise the dead, as the being's essence has departed to planes unknown. Life magic can work on lots of things. microbial life magic can ferment wine by accelerating the yeast's processes, for instance.
"Eh big guy, I dunno if we should stick around. Saw a group a bandits I think, not safe fer you. Also can ya take this meat fer me? Ain't got a place ta store it an yer bag is the best place."
If Kongor agrees to continue on foot, Greslarch takes point being wary of their surroundings.
Name: Greslarch
Race: Lupin (A primitive race of lupine beastmen. Lupin are a fierce but impulsive people, living on the fringes of society in small tight knit packs. Known for their beastly appearance; long unkempt gray hair and patches of fur on the arms and legs, plus their most distinguishing feature being their sharp claws and pointy canines. As feral as society believes Lupin are, they are in fact loyal allies should one be befriended. It is said a Lupin would lay down their life for the people they view as their friends.)
Size: Medium
Attributes
- Body: 9
- Mind: 4
- Spirit: 5
Skills
- Food Related (Hunting) 5
- Spiritual Work (Creature Empathy) 4
- Combat (Body/Claws: Melee) 10
- Mental Work (Scent) 5
Inventory
- A set of shabby trousers.
- A pair of cloth foot wraps.
- 5 days worth of food.
-12 days worth of meat
Important Notes
- 20 miles / 500 miles south.
I'm going to assume he agrees, and you two make another 10 miles this morning, without issue. You do still see sketchy people about as you go, so you don't really want ot stay in one place too long.