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Author Topic: (TSG) Reclaim a Wizard's Tower!  (Read 23125 times)

3man75

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #60 on: November 13, 2014, 10:09:06 pm »

Reserved ((not anymore))

Right i also think we need to give our apprentices some orders: Archer i want you to erect walls inside the cavern crevice. Somewhere inside the cave but not too deep. You'll have your followers as well as my brother Emfangrin to give you back up should anything happen. Do not fail me.

Pelvis i need you to go to the High Towers. See what you can do about getting some farming equipment for loan. I don't care how you get on loan but make sure to get us a good deal.

Rivalia, I'm picking to save your equipment. You had better be ready to turn out some nifty things to sell. We'll need more money to buy the things we need at for the foreseeable future.

I'll be taking a trip to Glimmersands to speak with the Arch-Mage there. I'm going to start building a caucus against this General..

Once your tasks are done you are free to settle in to one floor of your choosing for whatever experiments you'd like to start up. The exception being the blood alter, that floor is completely off limits until we know more about it. An do NOT open that seal without me here.

Questions or concerns?
« Last Edit: November 13, 2014, 11:59:45 pm by 3man75 »
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Weirdsound

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #61 on: November 14, 2014, 02:35:47 pm »

Empress of Souls
Spoiler (click to show/hide)

All this schemeing and ambition brings your mind to the Overmage Situation. The High Chamber of the Council has 19 seats, and three of those are the immortal seats, belonging, for all eternity, to the three bloodlines who founded the council and completely off limits to everybody else. One of the seats belongs to the High Battlesage, the commander in chief of the Council's military; This title can change hands, but although you are a fair fighter, your lack of military leadership experience means you are not a likely pick.

The other 15 seats are the Merit Overmages, a position reserved for the most knowledgeable and mighty in each of the magical schools recognized by the council. These seats change hands when the holder dies or resigns, often following a several year long talent search, but they can also be taken by force via a wizard's duel to the death. Challengers very rarely win these duels, as the High Camber often unites to help a challenged incumbent prepare for his fight.

Of the four seats you could plausibly challenge for, The Ego Magic and Magical Theory positions are more or less off limits for now. You mother makes no secret of the fact that her eye is on the former seat, and the latter belongs Overmage Tonks, who aside from being a fairly influential teacher in your life was also responsible for setting you up at Westward Tower. To challenge him would be all kinds of ungrateful, and although such behavior is not below a Drider, honor is highly valued among the upper echelon of council mages.

The Bio-Mage seat belongs to Oakwren, The Root of Justice, a mighty ent who has managed to rediscover the long lost art of creating dragons. The Omega Overmage is Chellish Blackstream, The Moonlit Night, a fallen nymph who is one of the few capable of working with the unpredictable and undeath resistant bodies and souls of the fey. Neither would be an easy opponent in a fair wizard's duel, however, and challenges for the Overmageship are rarely fair to the challenger...


---

Option Two: Cash Money
We keep the Enchanted Tools. Archer is put in charge of surveying the area for material resources to feed into the masonry, metalwork and glassblowing equipment. Rivialia gets enchanting as fast as possible. Jorgen is sent to negotiate trade with Glimersands so that we can start importing food, raw materials and potions. Ideally, we buy our way to prosperity.

(This pick seems to be getting the most buzz, so we will go that way for now)

"All of these tools are vital for my plans for the Tower. We cannot afford to be without any of them. But equally, we cannot afford to defy the imperials. For now, the crafting tools will be retained. Rivialia, you will be tasked with preparing replacements for the missing equipment. Do not disappoint me in this."

(Diplomacy = Pass)

Archer and Jorgen are at first more than a bit dismayed by your pick, but your logic is sound. If both the Orc and the Half-Demon combine their skills with the enchanter, they should be able to replace their missing machinery in due time. After some convincing, you are able to make the other two see things your way, and Jorgen even eventually agrees to run down to the Wagon Train in place of the slow moving Rivialia and stop the military from claiming her stuff.

---

Day 1: (Note, in the future, please also vote for how long you would like a turn to cover as well as what you would like to happen on that turn)

The first day is spent mostly setting up shop. Without apprentices of your own to order about, you have Emfangrin's Silk Trolls help your move your expansive library all the way upstairs from the wagons. Silk Trolls are bred for, amoung other things, compact strength; Although they between human and dwarf in terms of size, they are nearly half as strong as the gargantuan common cave troll, making them pound for pound the strongest troll species and consequently the ideal furniture movers. Still, your collection is huge, and even with their help it will get you a few days to get it all set up.

Rivialia, however, has it even worse; Her gear is much heavier and more complex than your bookshelves, and although two of her apprentices are Silk Trolls themselves, the vast majority of her smaller workforce is nowhere near as strong as yours. When you approach her at the end of the day, she reports that she will need a week, give or take, to get all her workshops online.

With most of their Wizard's Gear taken by the imperials, Jorgen and Archer are able to move in their personal belongings and settle down before the end of the day. Jorgen makes the unorthadox pick of claiming the first basement floor for himself, but since he has so little in the heavy gear department forcing him to move to a more traditional location would be no big deal.

Although the role of the Tower Dean is one that carries much power, it doesn't entitle you to simply order around your Journeymen like common apprentices; You can issue directives and responsibilities related to the security and upkeep of the tower, and set long term goals, but Journeymen expect to maintain a large degree of independence. You are reminded of this when you attempt to ask Archer and Jorgen to do some exploring.

Archer's yellow streak comes to light when you ask him to do some prospecting for resources. He is interested in doing so on your behalf, but demands that you either provide arms for his apprentices or assign some of your brother's men to escort him.

Jorgen had made plans to visit a local dwarven Hillock recently liberated from the deep forces, but he would be willing to instead take the much longer trip to Glimmersands to work out trade agreements if you would in turn give a few lectures and demonstrations to his apprentices in his absence. He explains that the imp who is a competent fire mage may also have untapped potential for Omega Magic he would like you to explore, and that he was also planning on working with his large collection of human students in hopes of getting them to master the simple art of magically repressing emotions.

---

On the logistics front, you announce your intent to settle the slot canyons, and a few of the future villagers slink off to explore their new home, but most remain around the tower for now. Many of their wagons hold Rivialia's equipment in addition to their own goods, so there will be a good sized camp around the tower until everything is unpacked.

Settled into your new home, you will your body to start producing silk again... Seeing no need to make anything special, you just output a large amount of regular Drider Silk.

Westward Tower:
Spoiler (click to show/hide)

Other Assets:
Spoiler (click to show/hide)

The World:
Spoiler (click to show/hide)
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Detoxicated

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #62 on: November 14, 2014, 03:41:32 pm »

Jump two weeks into the future
Emfangrim and Archer Wargeater shall erect walls and scout the tunnels, while surveying the area, but leave behind some drider skirmishers.

Request of the Pelvis of Truth and Erector of Walls to draw their human apprentices towards The Steel of Steel to help setting up his place.

In the following two weeks the searching group shall primarily look for water sources, secondarily for prey, thirdly for interesting resources, and fourthly for threats, but only after the defensive walls are erected.

We shall begin producing steel silk armor for the next week. If we can do anything besides that, I would suggest that we handpicked unskilled drider apprentices and teach them in our arts.

If the Steel of Steels is finished to set up his workshop, he shall begin enchanting the steel armours, while teaching his apprentices. The Humans will be returned to their proper owners.

Now if you have a catchy speech for that, it would be nice.
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3man75

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #63 on: November 14, 2014, 03:42:51 pm »

Take up Jorgen on his offer. If we have to we'll stop producing silk and begin teaching his apprentices. Also, make sure this competent fire mage has good character before we really begin to explore the possibilities for Omega Magic.

Talk to our brother about lending some soldiers to Archer for the Cavern plan. We'll need to set up future precautions if need be.

Have our workers continue to move our books, IF they are done they should go help Rivalia setting up her workshops.

Call a meeting to see how everyone is doing and how they feel about the Imperial Military. Subtly hint that we won't be taking this lying down.


Jump two weeks into the future
Emfangrim and Archer Wargeater shall erect walls and scout the tunnels, while surveying the area, but leave behind some drider skirmishers.

Request of the Pelvis of Truth and Erector of Walls to draw their human apprentices towards The Steel of Steel to help setting up his her place.

In the following two weeks the searching group shall primarily look for water sources, secondarily for prey, thirdly for interesting resources, and fourthly for threats, but only after the defensive walls are erected.

We shall begin producing steel silk armor for the next week. If we can do anything besides that, I would suggest that we handpicked unskilled drider apprentices and teach them in our arts.

If the Steel of Steels is finished to set up his her workshop, he shall begin enchanting the steel armours, while teaching his her apprentices. The Humans will be returned to their proper owners.

Now if you have a catchy speech for that, it would be nice.

 Just wanted to point out rivalia is a female dwarf's sould inside the armor. Also, tell Emfangrine he can scout or do whatever he likes for the time being. Just leave the trolls behind to help with our unpacking process.
« Last Edit: November 14, 2014, 04:10:32 pm by 3man75 »
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tntey

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #64 on: November 14, 2014, 03:45:23 pm »

Jump two weeks into the future
Emfangrim and Archer Wargeater shall erect walls and scout the tunnels, while surveying the area, but leave behind some drider skirmishers.

Request of the Pelvis of Truth and Erector of Walls to draw their human apprentices towards The Steel of Steel to help setting up his place.

In the following two weeks the searching group shall primarily look for water sources, secondarily for prey, thirdly for interesting resources, and fourthly for threats, but only after the defensive walls are erected.

We shall begin producing steel silk armor for the next week. If we can do anything besides that, I would suggest that we handpicked unskilled drider apprentices and teach them in our arts.

If the Steel of Steels is finished to set up his workshop, he shall begin enchanting the steel armours, while teaching his apprentices. The Humans will be returned to their proper owners.

Now if you have a catchy speech for that, it would be nice.
+1
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Speaking of lowest intelligence, that reminds me of the fact that it's probably your first time in prison. Don't worry, I can give you some tips, having spent some time in a few myself. The best way to make friends here is to drop the soap during shower time. Try it, I'm sure you'll love making friends like that!

Grek

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #65 on: November 14, 2014, 05:17:11 pm »

I don't think we need to jump forward a whole two weeks. Let's go for "until Rivialia is unpacked" instead.

Agree to Archer's request for protection on his prospecting trip. Delegate squad planning to Emfangrin here; we want both the survey and the prospecting done and we aren't particular about who goes with who. So let's leave it up to our militarily inclined sibling to sort out.

Make a general announcement to the apprentices that you are willing to test up to six of them for latent talents in Omega-, Bio- and Ego- magic. Priority will be given to those apprentices who volunteer to help unpack the wagons, and to those apprentices whose journeymen are occupied. Further lectures will be announced as needed. Make sure that the apprentice Jorgen pointed out makes the list. Testing will take place after our library is unpacked and we've gotten a chance to select some appropriate cantrips for the apprentices to attempt.

Misc business: We should produce steel silk. It'll be useful for armour and for construction. Note: We can produce silk while doing other things; the limitation is that we produce half as much when moving around as we do when we stay in one spot. So sitting in our tower researching or teaching while we make silk is totally viable.

Long term business: What do we want out of our trade agreement with Glimmersands? Are we building the first buildings for the apprentice settlement down in the canyon, dug into the cliff face or up on the mesa?
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tntey

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #66 on: November 14, 2014, 05:21:20 pm »

I don't think we need to jump forward a whole two weeks. Let's go for "until Rivialia is unpacked" instead.

Agree to Archer's request for protection on his prospecting trip. Delegate squad planning to Emfangrin here; we want both the survey and the prospecting done and we aren't particular about who goes with who. So let's leave it up to our militarily inclined sibling to sort out.

Make a general announcement to the apprentices that you are willing to test up to six of them for latent talents in Omega-, Bio- and Ego- magic. Priority will be given to those apprentices who volunteer to help unpack the wagons, and to those apprentices whose journeymen are occupied. Further lectures will be announced as needed. Make sure that the apprentice Jorgen pointed out makes the list. Testing will take place after our library is unpacked and we've gotten a chance to select some appropriate cantrips for the apprentices to attempt.

Misc business: We should produce steel silk. It'll be useful for armour and for construction. Note: We can produce silk while doing other things; the limitation is that we produce half as much when moving around as we do when we stay in one spot. So sitting in our tower researching or teaching while we make silk is totally viable.

Long term business: What do we want out of our trade agreement with Glimmersands? Are we building the first buildings for the apprentice settlement down in the canyon, dug into the cliff face or up on the mesa?
+1
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Speaking of lowest intelligence, that reminds me of the fact that it's probably your first time in prison. Don't worry, I can give you some tips, having spent some time in a few myself. The best way to make friends here is to drop the soap during shower time. Try it, I'm sure you'll love making friends like that!

Harbingerjm

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #67 on: November 14, 2014, 06:51:22 pm »

I don't think we need to jump forward a whole two weeks. Let's go for "until Rivialia is unpacked" instead.

Agree to Archer's request for protection on his prospecting trip. Delegate squad planning to Emfangrin here; we want both the survey and the prospecting done and we aren't particular about who goes with who. So let's leave it up to our militarily inclined sibling to sort out.

Make a general announcement to the apprentices that you are willing to test up to six of them for latent talents in Omega-, Bio- and Ego- magic. Priority will be given to those apprentices who volunteer to help unpack the wagons, and to those apprentices whose journeymen are occupied. Further lectures will be announced as needed. Make sure that the apprentice Jorgen pointed out makes the list. Testing will take place after our library is unpacked and we've gotten a chance to select some appropriate cantrips for the apprentices to attempt.

Misc business: We should produce steel silk. It'll be useful for armour and for construction. Note: We can produce silk while doing other things; the limitation is that we produce half as much when moving around as we do when we stay in one spot. So sitting in our tower researching or teaching while we make silk is totally viable.

Long term business: What do we want out of our trade agreement with Glimmersands? Are we building the first buildings for the apprentice settlement down in the canyon, dug into the cliff face or up on the mesa?
Agreed.

Also, I say we don't send Jurgen out to negotiate just yet, for obvious reasons.
Spoiler (click to show/hide)

As for the buildings, I would say we should focus on building the first few buildings as temporary shelters, and once there are enough of those no-one is sleeping outside, start work on the permanent structures; built into the sides of the canyon, with small, defensible entrances on the first floor, and later on larger (covered) walkways crossing the canyon higher up. If we legally can, I'd like to build some defensive structures along the top of the canyon, too, to defend against attacks from above.
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3man75

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #68 on: November 14, 2014, 07:47:05 pm »

I don't think we need to jump forward a whole two weeks. Let's go for "until Rivialia is unpacked" instead.

Agree to Archer's request for protection on his prospecting trip. Delegate squad planning to Emfangrin here; we want both the survey and the prospecting done and we aren't particular about who goes with who. So let's leave it up to our militarily inclined sibling to sort out.

Make a general announcement to the apprentices that you are willing to test up to six of them for latent talents in Omega-, Bio- and Ego- magic. Priority will be given to those apprentices who volunteer to help unpack the wagons, and to those apprentices whose journeymen are occupied. Further lectures will be announced as needed. Make sure that the apprentice Jorgen pointed out makes the list. Testing will take place after our library is unpacked and we've gotten a chance to select some appropriate cantrips for the apprentices to attempt.

Misc business: We should produce steel silk. It'll be useful for armour and for construction. Note: We can produce silk while doing other things; the limitation is that we produce half as much when moving around as we do when we stay in one spot. So sitting in our tower researching or teaching while we make silk is totally viable.

Long term business: What do we want out of our trade agreement with Glimmersands? Are we building the first buildings for the apprentice settlement down in the canyon, dug into the cliff face or up on the mesa?
Agreed.

Also, I say we don't send Jurgen out to negotiate just yet, for obvious reasons.
Spoiler (click to show/hide)
[/s]

As for the buildings, I would say we should focus on building the first few buildings as temporary shelters, and once there are enough of those no-one is sleeping outside, start work on the permanent structures; built into the sides of the canyon, with small, defensible entrances on the first floor, and later on larger (covered) walkways crossing the canyon higher up. If we legally can, I'd like to build some defensive structures along the top of the canyon, too, to defend against attacks from above.

Do we have anyone else? I think we should send him anyways. As for trading agreements..let's see what that breeding. Maybe we can buy some working animals or guard dogs. Ask also about potions and the raw material available since we may be needing to import some for our crafting/enchanting business as well as for other needs. Food i doubt will be a problem since we can grow our own stuff. +1 to the above and this if it passes.
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Weirdsound

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #69 on: November 16, 2014, 01:55:32 am »

Empress of Souls
Spoiler (click to show/hide)

You avert your eyes as you haul a heavy chest of books across the third floor. An altar to the Prime Balrog is a frightening thing to one who knows what it is. The Prime Balrog is one of the nine great demon lords worshiped by the deep races, and it is not one that is particularly friendly to Drider kind. The drow, in days past, would often round up and slaughter Drider Broodmothers to appease this particular beast.

As an object of worship, you know the Prime Balrog is interested bloodshed and drowish superiority, but little else about him. Your education was torn between books of magical theory and wrestling your siblings on the brood-web; Higher powers were and are of little concern to you; Although some Drider engage in Demon Worship, most prefer to exalt their broodmother. Some of your sibblings serving under Emfangrin and former apprentices have fought alongside or against the deep forces before, and may know more of their religious practices and artifacts than you.


---

Evening 1:

Deciding to agree with Archer's terms relating to a prospecting run, you ask Emfangring to meet up with him and split up the squad accordingly. These negotiations go smoothly. The Orc, it would seem, isn't too demanding, and is willing to travel with just the three Twin-Snipers. You don't blame him either; With their expertly dual wielded Drider Vertical Crossbows, the Twin-Snipers are the best mundane soldiers your brood has to offer. The Tectonic Mage informs you that he will depart tomorrow afternoon after scanning the tower itself.

Your brother leaves the Smasher Trolls and half the Squire Slaves behind to watch over you, and departs at once. You are informed that he intends to scout out the slot canyon and whatever is beyond the cavern entrance for a few days, before reporting in and going right back out to visit some of the other sights in the immediate area. After that, you suspect he will have to pull his squad back together and do some hunting to keep the civilians sustained while they set up their farms.

---

Day 2:

Archer's scan of the basements brings in some bad news; There are indeed two other basement floors blocked off by the sealed door, but on the other side is some sort of self substaining and likely dangerous tectonic spell. You are able to get the Orc to spill a few useful details that, such as the strange's magic's power level, pitch, and rate of repetition, that might help you research the situation.

Deciding to also agree with Jorgen, you promise that you will help with his apprentices. You find that he has already made preparations to depart, and will only be taking one apprentice, the elf, with him. Both him and Archer are gone shortly after noon.

You hold an evening assembly of everybody still present, at which the apprentices are informed that you intend to test up to six of them for latent potential in the Bio, Ego, and Omega magics, and that apprentices who volunteer to help Rivialia set up her gear will be given greater priority for getting into the tests. As expected, this boosts the Steel of Steel's manpower greatly.

---

Day 3:

Your library is unpacked and ready to go early in the morning.

You manage to 'run into' Marelflare, the Imp with some talent for heat magic, alone on the tower stairs, and indulge her in a conversation in attempt to gain some insight on her nature.

(Judge of Intent = Pass)

What you find is not terribly impressive. Marelflare is almost completely lacking in ambition, and although she is clearly very bright, also seems a bit deficient in the common sense and free will departments. You know enough about imps to know that most of them are flowing over with mischievous energy, so you suspect that Jorgen must have used ego magic to mold her into a better apprentice. Or one of his students; If Mareflare is the victim of a mind tinkerer, who ever worked the spell was unsubtle and clumbsy enough to cause a good bit of collateral damage.

Day 4:

Emfangrin makes a brief stop at the tower to report back on the first leg of his adventure.

The Slot Canyon itself is quiet and peaceful, with no signs of any wildlife larger than mountain goats and bobcats.

Using their Drider gift for climbing, some of your brother's men explored the various peaks and upper slopes around it, and they made some interesting discoveries. A Roc's nest sits on a nearby cliff, and it looks to have been in use as recently as this spring. It is probable the great bird will return following the snow and the thaw, and when it does that it might make itself a pest.

Another one of the Drider Scouts claims to have seen a cable of sorts connecting a small peak with a cave on a nearby slope. He didn't investigate further because he thought it might be a small gnomish settlement, and gnomes are famous for trapping their territory.

Following their visit to the peaks, the scouts then squeezed through the entrance to the caverns. They did not stay long enough to find out for sure, but Emfangrin suspects he knew where on the map of the underworld he was. "I think your slot canyon connects with the lands of Shogun Rugonuld, beyond the chirping pass. The wildlife looked about right for it anyway."

You frown. This does not tell you much. The Drugar Lord Rugonuld's lands are a bit of an enigma; The only way to reach them from the lands where the Drow and Drider live is through the chirping pass, a narrow stretch of underground land home to enough giant cave cicada to drive most travelers insane. To the best of your knowledge, Shogun Rugonuld would be aligned with his emperor and the rest of the deep forces, but since his lands are sparsely populated and naturally well protected, he might not have much of a military presence.

Still, it is not all bad news. The lands of the eastern Drugar Empire are home to a good handful of highly marginalized tribal civilizations, who you might chose to align with or otherwise exploit if you don't simply cover up the hole.

His report delivered, your brother and the siblings under his command depart once more, this time to visit the civilized and inhabited sites in the immediate area.

Day 5:

Rivialia finishes getting her gear set up just before noon. Rumor has it that her apprentices plan to have a party in on the first basement floor to celebrate tonight. These rumors are confirmed when a rather angry Archer returns from his prospecting trip. "That fecking ungrateful statue's apprentices just stole three whole barrels of orcish grog from one of my apprentice's daughters! They roughed er' up too! Are you going to do something about it, or do I 'ave to?"

You speak coward well enough to know he is really saying 'please something about it, I don't want too.' After letting the Orc vent for a bit, you manage to change the subject and get him talking about his prospecting trip.

"Lots o' tin in these hills. I have a few ideas of where I can start digging fer it. We'd have ta use it ourselves though. I was told by a passerby that the local imperial general already has a well established mine using war prisoners as cheap labor. He already has export contracts set up with anybody nearby who would need the stuff."

"I also took the liberty o' checking out that barren patch of soil the general wanted us to put a town on. Turns out we would not have been the first if we went that way. Think I found evidence of some sort of old settlement there. Brought some relics back... they look like bits of glass o' something. I have an apprentice who knows archeology, I'll have em look at it in a bit."

"Lastly," The continues, "I found something a bit more recent on a trail above the slot canyon. An Old Mage's Shovel; Found it in a used up tin pit. The seat and controls are a bit small, must o' been built for gnomes or something, and the propulsion is dead, but it looks mostly intact. I should be able to get it running again if I can find a power source. Then I can do some heavy dirt moving without needin to poop myself out with magic."

Tin and Relics are not the most intresting finds, but it is a start.

Westward Tower:
Spoiler (click to show/hide)

Other Assets:
Spoiler (click to show/hide)

The World:
Spoiler (click to show/hide)
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Grek

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #70 on: November 16, 2014, 03:16:50 am »

Questions for Weirdsound:
-How safe would it be to simply dispose of the Altar?
-Animals: Do they have souls? If so, would a horse or something suffice for the shovel's soul battery?
-How many wagons and animals do we have in the Wagon Train?
-Trap Silk: When you say "reacts violently and corrosively" is the creature damaged, or the silk? Or both?
-What season is it currently?

Thoughts regarding the aptitude testing:
I feel like the more creative aspects of Bio/Omega/Ego magic should probably not be revealed to rank novices. Making new life, creating undead and altering minds are not things to do unsupervised. Divinations are much safer to use as an aptitude test. I suggest using a life detection cantrip, a soul detection cantrip and a mind detection cantrip as our three "Can this person learn Bio/Omgea/Ego magic at all?" test. There's no way that a person can abuse those, really, and not much of a chance for them to go horrifically wrong.

On an unrelated note, if we find out who was behind the mugging (we should find out) they should be banned from our lectures for bad behavior.
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Harbingerjm

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #71 on: November 16, 2014, 03:34:57 am »

Thoughts regarding the aptitude testing:
I feel like the more creative aspects of Bio/Omega/Ego magic should probably not be revealed to rank novices. Making new life, creating undead and altering minds are not things to do unsupervised. Divinations are much safer to use as an aptitude test. I suggest using a life detection cantrip, a soul detection cantrip and a mind detection cantrip as our three "Can this person learn Bio/Omgea/Ego magic at all?" test. There's no way that a person can abuse those, really, and not much of a chance for them to go horrifically wrong.
Really? Because I for one can think of a number of ways students could abuse what is basically internal magical radar, and I suspect others here can as well.
That said, I agree they're much less abusable than the full-scale stuff, and should probably be the tests used if there isn't already a standard magic test for it.

On an unrelated note, if we find out who was behind the mugging (we should find out) they should be banned from our lectures for bad behavior.
I disagree here; I think they should not be banned from the lectures, so long as they pay back their debts to the girl first. Whether that be in labour for Archer/his apprentice/the apprentice's daughter, coin to replace the ale and pay for healing, or whatever.
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Grek

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #72 on: November 16, 2014, 03:41:59 am »

I was visualizing a very, very basic cantrip where you touch something and it tells you if it is alive/has a soul/has a mind. Obviously, one that works at range through walls is a bit more hairy ethically.

That seems like a reasonable policy regarding the punishment.
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Generally me

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #73 on: November 16, 2014, 07:42:05 am »

I disagree here; I think they should not be banned from the lectures, so long as they pay back their debts to the girl first. Whether that be in labour for Archer/his apprentice/the apprentice's daughter, coin to replace the ale and pay for healing, or whatever.

+1(messed up quote)

Lets have this turn go for a month since we basically just setting the village and stuff up, let's also research the trapped door, help anyone who needs help and reasearch tectonic magic if we have time. Then the journeyman will just do their own thing.
« Last Edit: November 16, 2014, 07:50:21 am by Generally me »
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tntey

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #74 on: November 16, 2014, 07:54:07 am »

I disagree here; I think they should not be banned from the lectures, so long as they pay back their debts to the girl first. Whether that be in labour for Archer/his apprentice/the apprentice's daughter, coin to replace the ale and pay for healing, or whatever.

+1(messed up quote)

Lets have this turn go for a month since we basically just setting the village and stuff up, let's also research the trapped door, help anyone who needs help and reasearch tectonic magic if we have time. Then the journeyman will just do their own thing.
+1
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Speaking of lowest intelligence, that reminds me of the fact that it's probably your first time in prison. Don't worry, I can give you some tips, having spent some time in a few myself. The best way to make friends here is to drop the soap during shower time. Try it, I'm sure you'll love making friends like that!
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