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Author Topic: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]  (Read 12918 times)

Knave

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Re: Apprentices to a Master Wizard [Turn 10: Abject Failure]
« Reply #150 on: May 10, 2013, 07:47:11 am »

Davven seemed practically delighted when the master attempted to show him the summon Hellhound spell. He knew magic was powerful, but conjuring creatures from the ether? The possibilities seemed nearly endless.

"How much control over the hellhounds do you have? I wager if you conjured a few and sent them to their camp to frighten them it would scare the beggars off and seek... greener pastures or at least less hellhound infested ones?"
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Evil Marahadja

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Re: Apprentices to a Master Wizard [Turn 10: Abject Failure]
« Reply #151 on: May 13, 2013, 06:27:17 am »

Give another attempt at the spell
Cast refreching nap on myself.
Use the sparetime to improve my diplomacy skill.
Search for someone who volunteer to be under influence of the spell under longer periods.


How repulsive these gnolls might be I strongly advice that we in one way or another incorporate them into the city...or if I may permit myself to advice such an dishonorable act, dispose them. We already have a problem with bandits just outside of our borders. If we drive them away we risk to reinforce our enemies. On top of that we might lose our great reputation as protectors of the week. And we have to remember that most of those who ask for our protection benefit us greatly in return.

Sadly, I don't have a clue how we are to incorporate these gnolls into our society. One solution could be to have them establish a smaller village a few kilometres outside of the town. Maybe as a fishing village, explorers or tree harvesters. We have to make sure the task we give them sounds more important than it is. We could let them think that they work as a unarmed protector against   the villainous bandits roaming the countryside. I am not sure about about the specifics.

In return for their loyalty and allegiance, we could send some builders helping them to establish their village, and have someone proficient at the Resist Disease spell use it on the gnolls as a token of our magical power. Also promise to send one of your apprentices who knows spells that might be beneficial to them, like how to heal wounds, once every month. 

Like I said before, this is a longshot. And I have strong doubts that it will succeed. But eitherway I advice you not to turn them away. I am willing to do my best handling the negotiations if you command it. But I fear it is out of my league. 

« Last Edit: May 13, 2013, 03:22:36 pm by Evil Marahadja »
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IronyOwl

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Re: Apprentices to a Master Wizard [Turn 10: Abject Failure]
« Reply #152 on: May 15, 2013, 03:28:57 pm »

((Turn probably relatively soon-ish, but not immediately, so might as well finally address Knave. :x))

Davven seemed practically delighted when the master attempted to show him the summon Hellhound spell. He knew magic was powerful, but conjuring creatures from the ether? The possibilities seemed nearly endless.

"How much control over the hellhounds do you have? I wager if you conjured a few and sent them to their camp to frighten them it would scare the beggars off and seek... greener pastures or at least less hellhound infested ones?"

Vadhe furrows his brow.

"I would not want to frighten them off so, if it could be helped."
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

IronyOwl

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Re: Apprentices to a Master Wizard [Turn 10: Abject Failure]
« Reply #153 on: May 30, 2013, 01:47:15 pm »

Turn 11: That Actually Worked!


: "Hrm. Maybe I should lay off the life magic for a bit. Is anyone working on fire?"

Attempt to mooch fire. If there is no fire to mooch, continure research into healing.
[4] You mooch off Sark's Fire Eater. (+1 Spell, +1 Evocation)

You now understand Evocation.


... God. Damnit. If I manage to reach level two evocation before I get my first level of Life magic...

LIFE. MAGIC. GO.

Unless noone that can actually do it tries to do anything with Life.

In that case, I guess take notes on everyone's fire magic work to try to figure that out, then.

[5] You mooch rather successfully off Wallace. (+2 Spell, +1 Life)

You now understand Life Magic!


Research Fire Eater.
[3] Progress is slow but steady. (+1 Spell)


: "There is no reason to let them stay. They are too obviously irresponsible to be worth housing, and would only cause trouble without an organized force of guards keeping them in line."

Sacrifice the ruffians to my newly discovered Dark Masters to gain ULTIMATE POWER over my lack of progress
Learn Refreshing Nap without unduly distressing Vadhe by blood sacrifice. ((He looks the sort to become slightly upset over that sort of thing, and I don't think asking for help with that is a good use of a boon.))
[4] Your blood sacrifice succeeds in advancing your knowledge [6] You manage to make impressive progress, and without even sacrificing the unworthy! (+2 Spell, +1 Evocation, +1 Life)


Davven seemed practically delighted when the master attempted to show him the summon Hellhound spell. He knew magic was powerful, but conjuring creatures from the ether? The possibilities seemed nearly endless.

"How much control over the hellhounds do you have? I wager if you conjured a few and sent them to their camp to frighten them it would scare the beggars off and seek... greener pastures or at least less hellhound infested ones?"

[5] You continue studying Hellhounds under Master Vadhe. (+2 Spell, +1 Fire)


Give another attempt at the spell
Cast refreching nap on myself.
Use the sparetime to improve my diplomacy skill.
Search for someone who volunteer to be under influence of the spell under longer periods.


How repulsive these gnolls might be I strongly advice that we in one way or another incorporate them into the city...or if I may permit myself to advice such an dishonorable act, dispose them. We already have a problem with bandits just outside of our borders. If we drive them away we risk to reinforce our enemies. On top of that we might lose our great reputation as protectors of the week. And we have to remember that most of those who ask for our protection benefit us greatly in return.

Sadly, I don't have a clue how we are to incorporate these gnolls into our society. One solution could be to have them establish a smaller village a few kilometres outside of the town. Maybe as a fishing village, explorers or tree harvesters. We have to make sure the task we give them sounds more important than it is. We could let them think that they work as a unarmed protector against   the villainous bandits roaming the countryside. I am not sure about about the specifics.

In return for their loyalty and allegiance, we could send some builders helping them to establish their village, and have someone proficient at the Resist Disease spell use it on the gnolls as a token of our magical power. Also promise to send one of your apprentices who knows spells that might be beneficial to them, like how to heal wounds, once every month. 

Like I said before, this is a longshot. And I have strong doubts that it will succeed. But eitherway I advice you not to turn them away. I am willing to do my best handling the negotiations if you command it. But I fear it is out of my league. 

[3] You manage to figure out that you're missing something.

What, you can't quite say.

[5][6] Your use of the Refreshing Nap spell allows you some extra time to practice your diplomacy on anyone who can't run away fast enough. (+2 Diplomacy)

[2] Volunteers are hard to come by. Which is to say volunteers who are both qualified, will work for nothing, and don't have ulterior motives are hard to come by.




Master Vadhe finally holds a ceremonial feast for Kelnoia, and presents her with her own brown and gold robe.

He also offers her a boon, and delivers a speech about how far you've all come, and how he expects that you will continue to use your talents to the best of your abilities.



On the topic of hooligan gnolls, Master Vadhe attempts to refuse them in a gentle way that leaves room for them to improve.

[5][5] The gnolls actually begin looking into how far they'd have to bend to make it, and begin living temporarily on the outskirts while investigating employment opportunities and figuring out all the things they're not allowed to do. The locals take this as a sign of Master Vadhe's incredible foresight, compassion, and ability to convert even the filthiest of heathens to a life of nobility and harmony.



Spoiler (click to show/hide)
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Dermonster

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #154 on: May 30, 2013, 01:54:01 pm »

Finish work on healing.

Start collecting herbs and herb seeds for use in potions and magical experimentation. Set up a few pots.
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"Dammit Derm!" - You, if I'm doing it right.
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Nirur Torir

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #155 on: May 30, 2013, 05:58:27 pm »

((It lives! Hurray! And spell XP! I should study this sacrifice thing in greater detail if even thinking about it is enough to break a bad streak.

For Science of course.))

Finish learning Refreshing Nap.
If I get Refreshing Napped, spend the most of my nights meditating on my internal mana and trying to use it. Sleep for the hour before sunrise. Get some words of advice from Master Vadhe to help.


: "Zuth, I am interested in studying how to mitigate any long-term effects of the Refreshing Nap spell. Perhaps a single hour of standard sleep will work. Do you mind casting it on me nightly over the next week?"
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RAM

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #156 on: May 31, 2013, 12:17:59 am »

Rabid dog: Bite a player's cousin.
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ragnarok97071

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Re: Apprentices to a Master Wizard [Turn 10: Abject Failure]
« Reply #157 on: May 31, 2013, 09:53:42 pm »

... God. Damnit. If I manage to reach level two evocation before I get my first level of Life magic...

LIFE. MAGIC. GO.

Unless noone that can actually do it tries to do anything with Life.

In that case, I guess take notes on everyone's fire magic work to try to figure that out, then.

[5] You mooch rather successfully off Wallace. (+2 Spell, +1 Life)

You now understand Life Magic!



...

...

You now understand Life Magic!

The whole of the tower would know when Kelnoia finally manages to master Life magic.

This would be because, on finally reaching that last critical breakthrough, the Mermaid squeals. Normally, this isn't too bad, but mermaids as a whole have rather wide registers, and Kelnoia was a bit squeaky-voiced even by mer standards... and her voice was loud enough to carry through most of the tower when she really wants it to.

The result being an ear-piercing, elated squealing noise issuing from the girl as she jumps up and down, a huge grin on her face. Of course, she immediately runs off, trying to find their master. "Master, Master~! I got it~! I finally got it~!"
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RulerOfNothing

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #158 on: June 06, 2013, 07:27:01 am »

((IronyOwl, what exactly is the tech level of this setting? Bronze age, iron age, etc))
Research a spell that will detect nearby fires.
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IronyOwl

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #159 on: June 06, 2013, 09:31:59 pm »

The whole of the tower would know when Kelnoia finally manages to master Life magic.

This would be because, on finally reaching that last critical breakthrough, the Mermaid squeals. Normally, this isn't too bad, but mermaids as a whole have rather wide registers, and Kelnoia was a bit squeaky-voiced even by mer standards... and her voice was loud enough to carry through most of the tower when she really wants it to.

The result being an ear-piercing, elated squealing noise issuing from the girl as she jumps up and down, a huge grin on her face. Of course, she immediately runs off, trying to find their master. "Master, Master~! I got it~! I finally got it~!"

Master Vadhe cracks a slightly awkward smile, as though amused and disapproving at the same time.

"Yes, you did, little one. One often finds the most difficult tasks the most rewarding..."


((IronyOwl, what exactly is the tech level of this setting? Bronze age, iron age, etc))
Research a spell that will detect nearby fires.
((Generally iron age or somewhat better, though it varies quite a bit.))
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Evil Marahadja

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #160 on: June 07, 2013, 02:06:17 pm »

Master, Have you given up the search for a proficient mason?

Give my notes to  Master Vadhe, and ask for his opinion why it doesn't work.
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RulerOfNothing

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #161 on: July 06, 2013, 11:13:55 pm »

((So is this dead?))
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ragnarok97071

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Re: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]
« Reply #162 on: July 06, 2013, 11:22:31 pm »

((I hope not. If it is still alive...))

Study Fire magic if someone's still working on that, might as well round out my knowledge of the different spheres available to us.
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Quote from: Wing, via Discord
I want a coat that doesn't make me look like a rear admiral from the East India Company
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