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Author Topic: Seeker of Spellcraft (SG)  (Read 50100 times)

Andres

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Re: Seeker of Spellcraft (SG)
« Reply #75 on: March 14, 2015, 02:06:44 am »

Well, we want to devote SOME time to gathering, so I say a brisk pace until noon, where we take a break, rest, eat, and forage, then a couple hours later keep going until late dusk, but still with enough light left to set up camp.
I'm thinking that we'll go about 12 miles a day at this rate, which is pretty good. So +1
Average walking speed is a fair bit higher than 1.6 km/h.
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Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #76 on: March 14, 2015, 02:11:22 am »

Yes, but when you take into consideration the huge hunking pack on your back, you go a lot slower. Trust me, I've done it.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #77 on: March 14, 2015, 02:28:51 am »

We might be able to manage 1.6 km an hour. We're a forester so terrain is less of an issue, one of our companions is very strong so weight doesn't bother him much, and the other companion is naturally quick on her feet.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #78 on: March 14, 2015, 04:28:48 am »

Jehundik Vanyik
Spoiler (click to show/hide)


Following the directions you've been given you and your companions travel east, hugging the river. It's very easy going, impossible to get lost, and it gives you ready and easy access to fresh fish and the roots of a nutritious plant that grows plentifully along the riverbank. As you set out navigation is child's play, and the routine you create is helpful in giving direction and purpose to the group. Over the course of the next few days your companions seem perfectly content to allow you to lead and make decisions. Veila is quick to offer criticism or insult, and if you did not know her as well as you did you might be offended by her, but you know by now that's just her way, and that she means well. Maergor barely responds to her teasing at all, merely grunting or shrugging, never offering retort. That first night you watch as he sets the fire, and consider the man. He's built tall and broad, but given his proportion he's not a terribly well muscled man, though certainly fit and athletic. He arrived in town nearly a decade ago, road-weary, and with a younger sister besides, though the girl died of a pox that effected a few in town only a half year after she and her older brother arrived. He's mostly kept to himself since then. Veila though you've known since childhood, so she's much less a mystery and much more a friend.

The three of you eat well over the course of the next few days, it takes little effort for Maergor to spear a fish or three for supper, and for you to gather the stalks and roots of the aformentioned river plant. Besides that you have bread and cheese every day, and feed the occasional onion into a soup. Your least perishable foods though you save for the future of your road.

You remain well rested, as your breaks are more than sufficient to keep any of you from ailing from the rigours of travel, such as they are in such easy country. These breaks also give you plenty of opportunity to practice your spells. 1d20 +4 (prepared spells) -10 (absolutely no magical training or practice)= -4
Your attempts for these scant days however fail to bear fruit. You cannot help but feel frustrated,wishing Aednat had at least shown you once how each of these spells might be cast. You're sure there's something here, there's almost a... tug, but you just cannot manage to reach it. Still, perhaps with practice these things will grow easier? Unfortunately however you find that the writings within the book are completely invisible by daylight, though you can still attempt to practice during the day, however, you also find that the light of a camp-fire also reveals the writings kept within. It would seem it is *fire*, and not candlelight specifically, that makes the magic writing visible. You have not yet told your companions where you are going, or why, and they do not yet know about your attempts to learn magic, and while they ask few questions now, you doubt that their lack of curiosity will remain for long.

...

After four days of travel with little of note occurring, you come upon the river fork in the late morning. Both you and Maergor have seen this part of the river before, though Veila is already farther from home than she's ever been. For you though, this is already the farthest from home you've ever gone. You've delayed the decision for this long, but a choice must be made, the river must be crossed. Maergor explains that when he came to Ask-Heart he crossed the river by a bridge further down, but that when he did the bridge was already beginning to crumble. He adds that the three of you might be able to build a raft and pole across the river, but also that though the river is not terribly large the spring melt may have made the current deceptively strong, so this too is dangerous. Veila suggests that you double back and ford both rivers where they are more shallow and the current is less strong. Both look to you for a decision.

GM Note:
Spoiler (click to show/hide)
« Last Edit: January 15, 2017, 03:16:23 pm by Mlamlah »
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Generally me

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Re: Seeker of Spellcraft (SG)
« Reply #79 on: March 14, 2015, 04:41:51 am »

We should probably check if the bridge is still there
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #80 on: March 14, 2015, 05:31:03 am »

Fletch an arrow, paint it with the blood of an animal, fire it at a tree on the other side, then ford the river where it's more shallow. This way, we'll be able to tell if we got lost or not by looking for the arrow to see if we're in the right place. The blood is to make it more easy to see.

Tell our companions about our magic. I can't believe we haven't already. Why hide it, unless some of the village's folklore is against magic? Check if either of them wants to practice with us.

We should probably check if the bridge is still there
When Maergor came here years ago, the bridge was literally falling apart. Even if the bridge is still there now, it would be way too dangerous for us to cross.

I know there must be some reason why we can't swim across the river but I don't know what it is. GM?
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #81 on: March 14, 2015, 05:50:00 am »

I know there must be some reason why we can't swim across the river but I don't know what it is. GM?

At this time of year swimming across would generally be considered unwise. The occassional child of your community has been found dead after they grew too bold swimming in the deeper and stronger parts of the river. It's entirely possible to accomplish, but like many of your other options is dangerous, and your possessions would likely have to be hurled across the river.

Edit: So basically it's not that it's not an option, it's just that it wasn't proposed by either of your party members.
« Last Edit: March 14, 2015, 06:00:38 am by Mlamlah »
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The Froggy Ninja

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Re: Seeker of Spellcraft (SG)
« Reply #82 on: March 14, 2015, 09:25:06 am »

Find a large branch and stick it in the middle of the river to feel out the strength if the current.

tryrar

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Re: Seeker of Spellcraft (SG)
« Reply #83 on: March 14, 2015, 10:08:31 am »

Tell our companions about our magic. I can't believe we haven't already. Why hide it, unless some of the village's folklore is against magic? Check if either of them wants to practice with us.
Find a large branch and stick it in the middle of the river to feel out the strength if the current.

These get my vote
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Generally me

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Re: Seeker of Spellcraft (SG)
« Reply #84 on: March 14, 2015, 11:31:27 am »

Tell our companions about our magic. I can't believe we haven't already. Why hide it, unless some of the village's folklore is against magic? Check if either of them wants to practice with us.
Find a large branch and stick it in the middle of the river to feel out the strength if the current.

These get my vote
+1
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #85 on: March 14, 2015, 12:11:30 pm »

6.00-10.30: Walk
10.30-11.00: Rest/Magic
11.00-4.00: Walk
4.00-5.00: Rest/Magic
5.00-8.00: Walk
8.00-10.00: Prepare camp/Rest/Magic
10.00-6.00: Sleep

This should give us 12 hours of walking, 4 hours of rest, and 8 hours of sleep every day. We don't really need to gather food yet so we can afford to do a bit more walking. The 8 hours of sleep should ensure that we're well-rested.
+1 to this.

+1
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~Neri

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Re: Seeker of Spellcraft (SG)
« Reply #86 on: March 14, 2015, 03:22:41 pm »

We could, you know, topple a tree over the river.
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Re: Seeker of Spellcraft (SG)
« Reply #87 on: March 14, 2015, 03:29:47 pm »

We should just try to find a ford
We could, you know, topple a tree over the river.
And I think the river is supposed to be too wide for that
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #88 on: March 14, 2015, 03:45:22 pm »

I think i'm going to go with fording the river at a weaker point like the girl said. Also, dang Ninja'd and didn't notice it.   :(

Also, sure I really don't mind telling them.

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~Neri

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Re: Seeker of Spellcraft (SG)
« Reply #89 on: March 14, 2015, 05:46:39 pm »

We should tie a rope or vine around ourselves and a tree when crossing to avoid getting carried off.
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