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Author Topic: Seeker of Spellcraft (SG)  (Read 50262 times)

Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #270 on: March 26, 2015, 12:09:22 am »

Jehundik Vanyik
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Urgently, you have the party pack their things and gather their weapons, communicating that you have no desire to see whatever is making that sound should it decide to move closer. Briefly you give thought to what it might be, and ask Gimwelf what he thinks.

1d20+5(local folklore)=18
You know of two creatures spoken of commonly in the local tales that give such keening cries. Firstly the Banshee, thought to be created by the collective misery of many people who have experienced great suffering. That's certainly a creature you wouldn't want to meet, though if the stories are right it would take a true horror to give rise to such a creature, and you've done nothing to anger something like that. There's also the harpy, who is said to dazzle onlookers with her beauty, but who balks in cowardice against true opponents who resist her sorcery. Gimwelf echoes your own thoughts, though he adds that he's heard of magic that can duplicate the cries of either sort of creature.

1d20+4 (woodsmanship) -4(dark with no light)= 8
When the party is ready you move quickly, yourself leading the way in the dark, sticking close to the road. Several more times you hear the cries, each time closer, and each time you do what you can to move away from the sound. Maergor trips over a tree-root in the dark, bruising himself, but otherwise you prove successful in evading the creature. If the direction of it's pitched cry is any indication it seems to have moved for your former campsite, and then given up the search, returning from whence it came.

By the time your flight is over your head hurts, your ears ring, and your vision swarms with dots. Your companions report similar ailments, though thankfully they begin to fade as soon as the terrible sound has ended. 
« Last Edit: March 26, 2015, 12:11:36 am by Mlamlah »
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Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #271 on: March 26, 2015, 12:12:07 am »

Set up camp again, and set a guard. Us for the first shift, Maegor for the second, Veila until dawn.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #272 on: March 26, 2015, 12:26:39 am »

Odds are it wasn't a banshee. On the one hand we have Gimwelf who we know nothing about and on the other hand we have Maergor who...we also know nothing about so for all we know they could've attracted a banshee. However, if it really was a banshee it would've continued following us by being able to sense either Gimwelf or Maergor, which it didn't. My guess is it was swamp people who saw our campfire and decided to come spook us and take all our stuff - a harpy would attack during the day where we'd be able to see her beauty. Elementary, my dear Watson.

Set up camp again, and set a guard. Us for the first shift, Maegor for the second, Veila until dawn.
Normal routine, then? +1
« Last Edit: March 26, 2015, 12:35:33 am by Andres »
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #273 on: March 26, 2015, 12:47:05 am »

Make some tea for everyone in the morning. Should counter some of the inevitable fatigue effects we'll get.

EDIT: Swap our sword for Maergor's spear. We get a bonus to spear fighting and for all we know he doesn't.
« Last Edit: March 26, 2015, 02:30:40 am by Andres »
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escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #274 on: March 26, 2015, 03:11:57 am »

Hmm... tempted to agree on your reasoning there, Sherlock.  :P
Let's hope it was the swamp people, and not one of your companions.

Still, No to swapping weapons.
First, it is his. Second, we already have seen that he is quite proficient in using it. He throws smaller spears, and would have used the bigger one to impale the charging good-for-nothing on short notice. Which I take he was not improvising that tactic, but rather acting it out.


Else, agreed on making camp anew - after getting a good enough distance away from our previous spot.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #275 on: March 26, 2015, 03:24:32 am »

Still, No to swapping weapons.
First, it is his. Second, we already have seen that he is quite proficient in using it. He throws smaller spears, and would have used the bigger one to impale the charging good-for-nothing on short notice. Which I take he was not improvising that tactic, but rather acting it out.


Else, agreed on making camp anew - after getting a good enough distance away from our previous spot.
Good point on the weapons but let's just camp somewhere we would usually camp at. It's been a long night and some rest would do us well.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #276 on: March 26, 2015, 08:58:32 am »

Make some tea for everyone in the morning. Should counter some of the inevitable fatigue effects we'll get.

EDIT: Swap our sword for Maergor's spear. We get a bonus to spear fighting and for all we know he doesn't.

+1 Lets try and not have to fight anything out here.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #277 on: March 26, 2015, 10:17:59 am »

Jehundik Vanyik
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The party makes camp a short distance away, in a suitable location, keeping the fire low and the noise to a minimum. By morn you and Maergor feel poorly, though  Veila and Gimwelf seem to have rested well enough. To keep the spirits high you prepare a large breakfast and ladle out herbal tea for the party to drink. By the time you've set out you've mitigated the damage from the earlier nights fright and lack of sleep as best as you could manage.

The hunting over the course of the next few days goes well, though your newfound hesitance to go near the swamp means you find little in the way of edible plantlife. Over the course of your journey you have collected yet more rabbit pelts and feathers. Veila's reading seems to have progressed little though, and she will likely have to put a plenty of time in such studies in the future if she hopes to learn well enough to do more than recognise the shapes of letters. It rains often though, which interferes with both travel and study.

1d20+4(prepared spells)-6(novice conjurer)-2(poor conditions for study)= 10
You manage to cast the third cantrip within your note-book, though you have not mastered it's use. It's a spell that causes something burning to burn faster, though not brighter or hotter. The effects of which mostly seem to be wasted firewood and a great deal of smoke.The fourth and final of the books cantrips seems to be a modification of the light cantrip which would allow the light to be thrown, though you will have to master the third spell before you feel able to tackle the most difficult cantrip in the book. Gimwelf continues to fail the mastery of the cantrip you showed him, and seems almost irritated that while he fails you've already moved on to the learning of another spell.

...

Soon the road turns south, and you find the tavern that is your next landmark. It's a shabby but spacious looking place called The Mage's Bastard, and you and your companions are eager to escape the drizzle of rain for a time, so you enter. The place is manned by a small looking man with a face locked in a scowl. A few other travellers also seemed to have sought food and refuge here, including a pair of grubby looking men who happen to share the disposition of the tavernkeep, and a middle-aged woman dressed in fine clothes, apparently alone.

If your directions are right you are only a few days away from your destination, and the tavern sits at what seems to be a new intersection, with a freshly made dirt road going east the way you plan on travelling, as well as the road that continues on south. This may be a good place to gather yourselves and decide what happens next.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #278 on: March 26, 2015, 10:47:46 am »

Lets buy some food here to eat immediately and infrom everyone that our destination is a town a few days away. From there we'll ask who's interested in going with us to see our mage visitor. If the bard says he's interested than inform the Bard how we met a woman named Aednat who we suspect to be a mage because of the book she gave us.

Maergor will most likely leave after we get into town or go his own way but that's to be expected. Veila may just want to be a sorceress alongside us. Maybe she'll even apprentice with us if all goes correct. Not sure about the Bard but he may just go with Maergor to continue his travels and not be alone.
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Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #279 on: March 26, 2015, 11:42:58 am »

Lets buy some food here to eat immediately and infrom everyone that our destination is a town a few days away. From there we'll ask who's interested in going with us to see our mage visitor. If the bard says he's interested than inform the Bard how we met a woman named Aednat who we suspect to be a mage because of the book she gave us.

Maergor will most likely leave after we get into town or go his own way but that's to be expected. Veila may just want to be a sorceress alongside us. Maybe she'll even apprentice with us if all goes correct. Not sure about the Bard but he may just go with Maergor to continue his travels and not be alone.
+1.
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escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #280 on: March 26, 2015, 03:00:47 pm »

Well, we got 9 days worth of food on us. Maergor got 3, Veila 5, Gimwelf 7 rations each. We don't need to stock up much, if any, as this would be the last stretch, where we have to go 2 or 3 days.

Not sure if we should keep Gimwelf around, as there might be little sense in dragging him "out there" for himself.

On the topic of informing the bard, even telling the name of our hopefull-teacher-to-be... why should we do so? It has the possibility to bite us in the behind big time over shenanigans, but no actual worth as far as I can see. So... -1 ;o
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #281 on: March 26, 2015, 04:03:35 pm »

Well, we got 9 days worth of food on us. Maergor got 3, Veila 5, Gimwelf 7 rations each. We don't need to stock up much, if any, as this would be the last stretch, where we have to go 2 or 3 days.

Not sure if we should keep Gimwelf around, as there might be little sense in dragging him "out there" for himself.

On the topic of informing the bard, even telling the name of our hopefull-teacher-to-be... why should we do so? It has the possibility to bite us in the behind big time over shenanigans, but no actual worth as far as I can see. So... -1 ;o
Agreed. -1.

Stay the night here to get rested and leave in the morning. Don't practice magic. These are bad people and we don't want to stay here long or attract attention.

From now on, let's change our learning schedules. First, Gimwelf will stop teaching Veila how to read since it doesn't look like it'll go anywhere. We'll use their new spare time to teach them a cantrip. Once one of them gets it, we'll leave them to teach the other while we master the last two cantrips.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #282 on: March 26, 2015, 07:08:28 pm »

Well, we got 9 days worth of food on us. Maergor got 3, Veila 5, Gimwelf 7 rations each. We don't need to stock up much, if any, as this would be the last stretch, where we have to go 2 or 3 days.

Not sure if we should keep Gimwelf around, as there might be little sense in dragging him "out there" for himself.

On the topic of informing the bard, even telling the name of our hopefull-teacher-to-be... why should we do so? It has the possibility to bite us in the behind big time over shenanigans, but no actual worth as far as I can see. So... -1 ;o
Agreed. -1.

Stay the night here to get rested and leave in the morning. Don't practice magic. These are bad people and we don't want to stay here long or attract attention.

From now on, let's change our learning schedules. First, Gimwelf will stop teaching Veila how to read since it doesn't look like it'll go anywhere. We'll use their new spare time to teach them a cantrip. Once one of them gets it, we'll leave them to teach the other while we master the last two cantrips.

Your right no magic and lets part ways with this bard.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #283 on: March 26, 2015, 08:49:58 pm »

Jehundik Vanyik
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You waste little time at The Mage's Bastard, seeing no point to staying here long. You are so very close to your goal, and delay only puts arrival farther into the future. You discuss, in mostly roundabout terms, how the party will split up in the coming days. Veila has been considering joining a trading caravan for a time, to see a little of the world and earn some coin and experience. Maergor is considering a military career apparently, his face is grim as he idly mentions the possibility of becoming a guardsman or caravan guard. Gimwelf plans on seeing more of this part of the world, perhaps joining with the next group of merchants or travellers he comes across, or perhaps even seeking some kind of local employment. It's entirely possible that all three of them may end up joining a caravan together, and you reflect that if that happens it will only be you who will have left the party.

Gimwelf bargains on your behalf for room and board, each of you parting with a pittance for a hard cot and questionable food, but at least it's out of the damp.

...

You depart early the next morning, headed for the town mysteriously mentioned in the final portion of your directions. The road is fresh and well kept, and the rains at their very worst only reach a light drizzle, the clouds often parting to show peeks of clear blue skies. Over the course of the next two and a half days you manage to provide for about half of the party's dietary needs by your own hunting and foraging.

D20+4(prepared spells)-6(Novice Conjurer)= 12
Safely out of view of the prying eyes at the inn, you resume your magical studies, though not for very long. You master the use of the third cantrip within the book, and it's struck you that the purpose of this spell might very well be the production of the thick cloying smoke that arises from burning wood faster than it normally would. You also begin practice of the fourth and final cantrip, and you find that it's by far the most difficult, being a more complex version of a spell you've already learned.
Both Veila and Gimwelf observe your magic, and while Gimwelf fails to reproduce any of the cantrips you've taught yourself, Veila has a breakthrough. Mirroring your motions as you attempt to memorize the patterns of the fourth cantrip, she casts it, totally by accident. She launches a great blinding light straight into your face, causing your eyes pain and blinding you for a solid half of a minute before your sight recovers. It may be a fluke, but it's an impressive feat to you all the same.

...

Soon your destination is in sight, a large circular town seated on a hill and encircled by manned wooden walls. Scattered farms dot the lands around the town, though they are disorganized, and seem to be growing food rather than luxury crops. The town is large and well situated, but it's certainly no city.
When you reach the town you are stopped briefly at the gate, where a pair of guards in tabards of gold and red ask you what your business is in the town of Ravok's Roost. The sigil on their Tabards is that of a simple flame, and the men are dressed in the luxury of mail.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #284 on: March 26, 2015, 08:57:59 pm »

"I am carrying a book for a woman named Ms. Aednat. She left it in my village and I was told to return it to her personally sirs."

Lie ourselves or get Veila to cough something up.
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