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Author Topic: Seeker of Spellcraft (SG)  (Read 50151 times)

Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #135 on: March 16, 2015, 01:50:53 pm »

Jehundik Vanyik
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Companions
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For six days you travel south, coming upon very little but dirt paths and farmsteads tended by suspicious locals uninterested in trade or the sharing of news. The hunting along the way is neither poor or fair, and you manage the occasional rabbit or bird, though as your packs lighten from the food you eat you add a few rabbit furs and feathers for fletching to your sack. Your foraging for roots, berries and edible flowers fares a little better, and once Maergor manages a fish from a stream, but you still fail to have a net increase in supplies at the end of any day. You pass mostly through hilly areas and thin forest but after a few days of travel the land gives way to flatter plains. If you're roughly right about how far you've gone and how far away the road that is your destination is then you should be a day or two away from reaching it, three days away at the most. Both of your companions agree that you are going the right way.

1d20+4 (prepared spells) -9 (barely any magical training or practice)= 2
The second week of practice still has not availed you a single work of perceptible magic. You feel you are beginning to memorize the words and the gestures however, though it's possible you've picked up a few bad habits and that's part of the reason for your continued failure. The thought enters your mind that the magic book may be some kind of wizard's prank, but you push it aside. Veila asks about your progress, and seems disappointed that you have nothing to teach her yet.

...

On the dusk of that sixth day you come upon a short stone tower, aged, and seemingly abandoned. Three small wooden buildings lie around it, touched with rot and damage. One looks to have a partially collapsed roof. The tower could be a good place to camp if it really is abandoned, you've managed to escape all but the lightest of the spring rains this far on your journey, but it looks like a storm might be coming. Veila wants to get a look at whatever is inside the tower, though Maergor warns that dangerous animals may have made this their home.
« Last Edit: January 15, 2017, 03:22:47 pm by Mlamlah »
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Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #136 on: March 16, 2015, 05:40:41 pm »

We're a hunter. We can take it. Look inside, and camp inside if its safe.
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Ya'll need Jesus. Just sayin'.

tryrar

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Re: Seeker of Spellcraft (SG)
« Reply #137 on: March 16, 2015, 07:32:51 pm »

We're a hunter. We can take it. Look inside, and camp inside if its safe.

+1
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

3man75

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Re: Seeker of Spellcraft (SG)
« Reply #138 on: March 16, 2015, 08:11:42 pm »

We're a hunter. We can take it. Look inside, and camp inside if its safe.

+1

Find where the heck we are. Where are we?
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #139 on: March 17, 2015, 03:28:18 am »

I just got back from my grandma's and I am very glad to see we got passed those guys without getting robbed. It was pretty close, though. As for the decision to hunt in their lands, that wasn't very smart. Seriously, we're in their lands, we're not helping them out, we refused to get robbed by them, and then we started hunting their animals? It was damn risky.

+1 to entering the watchtower. We don't want to be caught out in the storm, we can handle whatever dangers are inside, we can get a look around at the top to get our bearings, and it'll give us loads of time to work on our magic.

Teach Veila to read. It'll get her off Maergor's back (+relationship with him), increase our relationship with her, she'll be able to actually help us learn magic once she can read the book, and teaching her the words in the careful manner we're going to might help us in our studies.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #140 on: March 17, 2015, 07:22:13 am »

I just got back from my grandma's and I am very glad to see we got passed those guys without getting robbed. It was pretty close, though. As for the decision to hunt in their lands, that wasn't very smart. Seriously, we're in their lands, we're not helping them out, we refused to get robbed by them, and then we started hunting their animals? It was damn risky.

+1 to entering the watchtower. We don't want to be caught out in the storm, we can handle whatever dangers are inside, we can get a look around at the top to get our bearings, and it'll give us loads of time to work on our magic.

Teach Veila to read. It'll get her off Maergor's back (+relationship with him), increase our relationship with her, she'll be able to actually help us learn magic once she can read the book, and teaching her the words in the careful manner we're going to might help us in our studies.

Okay to the tower but..be very careful. An evil power lurks inside and it could hurt us.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #141 on: March 17, 2015, 07:28:41 am »

Actually, Maergor said that a wild animal might have made it their home. That anything lurks inside is far from a certainty and whatever it is isn't like to be "evil".

Search around the area for animal tracks and stuff.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #142 on: March 17, 2015, 07:29:57 am »

Actually, Maergor said that a wild animal might have made it their home. That anything lurks inside is far from a certainty and whatever it is isn't like to be "evil".

Search around the area for animal tracks and stuff.

Cranky lunatic hermits are evil..and smelly.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #143 on: March 17, 2015, 07:34:36 am »

Jehundik Vanyik
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Confident that you can handle whatever dangers might be present in the tower the three of you ready your weapons and approach. From what you can see of the wooden buildings through the windows upon your approach they are almost entirely bare, though they show signs of damage not caused by the mere rot of wood.
The entrance to the tower seems to have once been a great wooden door, now ajar and hanging off only one rusted hinge. A hearth stands directly across from the doorway, sitting cold and empty, as cold and empty as the rest of this first floor to the tower. An adjoining room holds a kitchen complete with an oven, though little else, and a room after that holds what might have once been a larder. Rats have made this place their home, gnawing holes in rotten sackcloth bags and wooden barrels.

The second floor of the tower smells much less of rats and woodrot, and your noses are thankful for it. It's the highest floor of the tower, with one large now empty room connected to a balcony that encircles the tower, and to another locked room. Veila, unbidden chops away at the weak, aged wood around the lock with her axe and pushes the door open.
Within the three of you find what looks to have once been an armory, though it's mostly empty now. A pair of battered iron caps sit in one corner of the room, and just over half a dozen bladelike spearheads lay scattered on weapon-racks around the room. There's even a steel short-sword and a pair of bracers, though the leather of the blade's handle has rotted away. Despite the age of the items they are touched with only a little rust, as the air within this room seems to have been quite dry.

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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #144 on: March 17, 2015, 08:00:36 am »

Kill rats and make a sack with their and the rabbits' fur. Put the spearheads in the sack but dull them first so they don't tear it. Equip Maergor and Jehundik with the iron caps. Equip Veila with the bracers. Stick the sword in our belt. Explore the huts (except for the one with the caved-in roof). Begin practising magic and teaching Veila how to read until the storm passes. Sleep in shifts.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #145 on: March 17, 2015, 08:16:01 am »

Kill rats and make a sack with their and the rabbits' fur. Put the spearheads in the sack but dull them first so they don't tear it. Equip Maergor and Jehundik with the iron caps. Equip Veila with the bracers. Stick the sword in our belt. Explore the huts (except for the one with the caved-in roof). Begin practising magic and teaching Veila how to read until the storm passes. Sleep in shifts.

-1.

We're not soldiers. We should sell them at a market for coin but I agree with killing the rats.
« Last Edit: March 17, 2015, 08:21:11 am by 3man75 »
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #146 on: March 17, 2015, 09:08:55 am »

We're making a sack to put the spearheads in so we can carry the spearheads to a town to sell them. Spears are hunting weapons, anyway. We're wearing the armour because the journey might get dangerous and we don't have the space to put it in our bags. Ditto for the sword. We're exploring the huts for loot. Why wouldn't we want to practice magic and teach Veila to read? We're sleeping in shifts so we don't get surprised by armed thugs like last time.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #147 on: March 17, 2015, 09:34:24 am »

We are like 2-3 days away though. What's the worst that can happen? Plus, if we get their what's the sorceress going to think about our new equipment?

I mean come on, If were going to be a mage than traveling light is always key. Armor is not very good to move around particularly if were wearing it. Sacks for the spears though, I can get behind of. Those can be useful but again will slow us down a bit.

Also I wanted to repost this: "The directions within the book on the other hand are quite clear and concise: "Follow the river east for several days until it is met by another river and forks, if you have not already crossed it do so. Continue directly south across country for a week or so until a great road is found. Follow this road southeast until you come to the town of "Wanderers rest". From there travel along the northeast road that curves around the marshland until it turns directly south, once you come upon the first roadside tavern after the road turns south, go directly east. Travel for no more than four days walk, and no less than two. Do all this and you will come upon a small town, and the rest you shall discover when you seek it."


1. The lines crosssed are the parts i THINK we just completed or are about to by crossing just now.
2. Going south (I hope we have a compass or expert start reader with us) and find a major road. (Completed once we get to the road. So yeah ALMOST to this part)
3. Keep going down the road until we find a town called Wanderer's rest.
4. Find a tavern and then go East. Keep going for like 2-4 days and we should find a small town...and hopefully this woman.
« Last Edit: March 17, 2015, 09:48:12 am by 3man75 »
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #148 on: March 17, 2015, 10:28:40 am »

The only armour we have are some wrist guards and a couple of helmets. It's hardly going to slow us down and we can't fit them into our inventory, so we might as well wear them at least until we get to a town or village to sell them. Also, we're not taking whole spears with us - just spearheads.
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escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #149 on: March 17, 2015, 01:30:51 pm »

Well, judging how the sorceress approached the village, one might think mages don't show themselves to be capable of magic all too easily. Minus maybe very powerful indidviduals, offical posts issued by some goverment, or even a magiocracy. Since we are quite far from all of these, we would lack common sense if we would not protect us on our travels. Or sell the stuff later on.

+1 to
Equipping the caps, bracer, and sword
Taking the iron spearheads - or any tradeworthy iron left in the armory, really - as tradegoods.


I'd actually don't think it all that a good idea to teach veila how to read, as this would take weeks of time, and leave our studies of magic more disturbed than ever.
-1 to teaching veilia how to read

On another note, I would like to hear what Maergor has to say about magic, and what impression the general populace outside of our small village has of it. Caus' if it is "Burn the witch/warlock" we really should know, and act accordingly. Or rather, avoid some actions that would be very stupid, like showing off the empty book by daylight, or us reading it at nighttime / by firelight.

It also might be prudent to make a small makeshift barricade of rotten wood by the doorway. Nothing that would truly hinder an intruder, but enough to give his presence away.
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