Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14 15 ... 43

Author Topic: Seeker of Spellcraft (SG)  (Read 50215 times)

Peradon

  • Bay Watcher
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #180 on: March 18, 2015, 01:31:54 pm »

Give the cloak and Javelins to Maergor and give the knife to Veila. Take the rest yourself and continue on.
Logged
Ya'll need Jesus. Just sayin'.

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #181 on: March 18, 2015, 04:07:57 pm »

Gonna take a minute to explain skill gain and experience:
All skills have a hidden experience meter, and this experience meter can go up in a number of ways, the most obvious of which is the use and practice of those skills. Each skill rank is more difficult to increase than the last. The exact amount of experience gained after a roll varies based on how difficult a task is, and whether or not the roll ended in success or failure. Success earns more experience, but this also means that it might still be worth attempting things that will likely end in failure. Failing tasks that are less difficult than your skill however will not net you experience.
This is not the only way experience in a skill is gained however, depending on the skill experience can also be gained by either spending time with someone who is particularly good at the skill (in the case of social skills, mostly), or by seeing someone skilled in something engage in that task. This means that even witnessing and observing combat featuring opponents more skilled than you can result in you becoming a better fighter.

I may begin putting a + beside the skill in question if a roll results in skill gain, particularly considering that i'm not listing skills which have neutral or negative values on your charachter sheet. I'll also repeat that skills are somewhat lateral. For example, your skill in sword-play is +0 rather than the -4 that represents that represents total lack of experience, this is because you have training in a form of combat, namely spear use. Increased spear training will never result in your swordplay turning to a positive value however. Feel free to consider this when making plans on how to develop Jehundik's skills, as increasing a skill in a skill group to a positive value will bring related skills up to at least a neutral value. For example, increasing either diplomacy or bartering to the level of +1 will increase the other to at least a neutral 0.

Magic may work a little differently, but expect it to follow more or less the same format.
Logged

3man75

  • Bay Watcher
  • I will fire this rocket
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #182 on: March 18, 2015, 04:45:22 pm »

Give the cloak and Javelins to Maergor and give the knife to Veila. Take the rest yourself and continue on.

Javeline and cloak to Maegor and knige to Veila. Will take his bag but leave the rest their. It seems bad looting this guy and it could draw attention if we take something that could identify us as looters. Which is why I almost want to say no to looting him and letting him lie here as a "unknown killer" stalks to forrests.
Logged

Andres

  • Bay Watcher
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #183 on: March 18, 2015, 06:02:58 pm »

No looting. We just killed an innocent guy out of self-defence. Looting his corpse would be an asshole-ish move on par with bandits.

Borrow an axe to get wood for a cremation.
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #184 on: March 18, 2015, 07:58:40 pm »

Since we have three slightly different ideas on how to proceed if we don't get a tiebreaker i'll probably settle on the most compromising of the three.
Logged

3man75

  • Bay Watcher
  • I will fire this rocket
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #185 on: March 18, 2015, 07:59:36 pm »

No looting. We just killed an innocent guy out of self-defence. Looting his corpse would be an asshole-ish move on par with bandits.

Borrow an axe to get wood for a cremation.

+1
Logged

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #186 on: March 19, 2015, 08:52:21 am »

Jehundik Vanyik
Spoiler (click to show/hide)

Companions
Spoiler (click to show/hide)

Deciding that the man deserves the respect of the honored dead you borrow Veila's axe and see to gathering enough wood to light the man ablaze. With how damp it is it takes a couple hours to get what you judge to be enough dry brush and wood, but you manage it. By the time you've raised him up upon the bed of brush you've made for him you find that his coinpurse is missing, looking about for it you see it at Veila's belt, though you're not sure if you should say anything about it.

Seeing little reason to delay, you light the fire, and it seems to catch acceptably. His clothing and cloak catch fire first, but soon comes the unpleasant smell of burning fat, and as the smoke begins to sting your eyes it is decided that you've tarried long enough.

...

The following day you cut through a patch of forest, and it is quite lucky you did. The whole of the forest is abundant with rich herbs useful for brewing into healthful teas, as well as much in the way of edible plantlife. The herbs you bundle up in leaves, as they could be useful either as a trading commodity or if someone becomes hurt or sick. The animals also seem to recognize the rich nature of this section of forest, and you manage to bring down a young deer while within it. You eat very well that night, and while Veila has run out of bread and cheese she's more than happy to replace that and help carry some of the venison, which you have also wrapped carefully in leaves.Unfortunately though as you wander through the woods you veer a little off course, and before you notice you've already lost half a day of travel time. Still, at least now you have the supplies to make up for the delay, whereas it may have caused you the pangs of hunger later elsewise.

1D20 + 4 (prepared spells) -8 (very little experience or training in any magic)= 7
Over the course of the next few days you still fail to accomplish even the first of the cantrips lying within this book, but you feel *closer* than you did before. Like there's a seed of heat and warmth growing within yourself. Perhaps you are tricking yourself, or perhaps you're on the cusp.

After three days of travel from the abandoned watchtower, you reach the road, and what a road it is! The thing is *paved*, stretching both directions as far as you can see. Many of the stones are old, and of those that are new they certainly seem more crude, but you still gawk to behold this wonder of manpower. A dozen horsed men could stand abreast riding down this road and not jostle into eachother. Veila is just as stunned as you are, and Maergor seems amused to behold your joint wonder. "They call this road Eye's-End, supposedly built to reach the farthest outpost of... somewhere? There are so many dead kingdoms in this part of the world it's impossible to keep them straight."

There are other travellers on the road, travelling both ways, though the road is by no means densely populated. You count about four groups of travellers that you can see, two going the same way you are. One ahead of you looks to be transporting barrels of something by cart, and the other, behind you, a trio of lightly armed travellers quite similiar to yourselves.

Well that's another leg of the journey gone, now to travel south-east along this road for... you don't actually know for precisely how long, truth be told, your directions have neglected to mention that.
Logged

3man75

  • Bay Watcher
  • I will fire this rocket
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #187 on: March 19, 2015, 09:40:44 am »

Ask Maegor about a town named Wanderer's rest. If he does not know go down that direction and ask some of the travelers. I'm sure it can't be that far away right.

Also, now maybe the time to not hunt since there are travelers around that could rat on us to some Counts police force. Lords during this time did not like people hunting without permission in their lands. It was called poaching.

Hopefully, the Deer lasts us long enough to get to the town and buy some food.

EDIT: We have 6 days of food on the companions and 10 days worth of food on us.
Logged

Peradon

  • Bay Watcher
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #188 on: March 19, 2015, 11:44:20 am »

Nothing to do but continue on really...
Logged
Ya'll need Jesus. Just sayin'.

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #189 on: March 19, 2015, 12:40:49 pm »

Jehundik Vanyik
Spoiler (click to show/hide)

Companions
Spoiler (click to show/hide)

Though his experience in the outside world makes him the most reliable source of information within the party, on asking him about wanderers rest Maergor admits he knows next to nothing about it. He did not do much travelling in his life, and he's never had much interest in matters of trade and politics. By the sound of it, he thinks it's probably a waystop town, perhaps even a community that sprung up around a roadside inn, feeding on trade.

With Maergor's insight exhausted, you decide tp ask some of the fellow travellers you share the road with. Catching up to the man on the cart you see that he's brought a young girl with him, maybe his daughter. He treats you with some suspicion, but he tells you that wanderers rest is about nine days away by foot. Giving a moments thought, he offers to take the three of you into his cart and potentially shave off a couple days from your travel, if you pay your way.

Giving it thought, you could probably go faster than the cart if you chose to push yourselves. But on the other hand, cart travel wouldn't require you to tire yourselves out , and you might be able to focus on practising your magic on the way.

GM Note
Spoiler (click to show/hide)
« Last Edit: March 19, 2015, 12:43:54 pm by Mlamlah »
Logged

3man75

  • Bay Watcher
  • I will fire this rocket
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #190 on: March 19, 2015, 03:06:53 pm »

Lets go our own way but ask Veila to politely decline. We'll push ourselves a bit and practice along the way.
Logged

Generally me

  • Bay Watcher
  • I look like this IRL
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #191 on: March 19, 2015, 03:28:24 pm »

Lets get on the cart. Everyone likes resting and the man and his daughter are kinda vulnerable by themselves
Logged

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #192 on: March 19, 2015, 04:22:10 pm »

Lets get on the cart. Everyone likes resting and the man and his daughter are kinda vulnerable by themselves

What would you be willing to offer in payment?
Logged

Andres

  • Bay Watcher
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #193 on: March 19, 2015, 04:35:30 pm »

Lets get on the cart. Everyone likes resting and the man and his daughter are kinda vulnerable by themselves

What would you be willing to offer in payment?
The rabbit furs and the spearheads. Have Veila make the negotiations/bartering (as always) and ask him if he thinks we're enough to scare off bandits.
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Seeker of Spellcraft (SG)
« Reply #194 on: March 19, 2015, 08:57:03 pm »

Jehundik Vanyik
Spoiler (click to show/hide)

Companions
Spoiler (click to show/hide)

1d20= 8
Allowing Veila to take over the conversation you have her barter with the man. He doesn't seem impressed by implications that he needs your protection, patting an axe that he keeps at his side when Veila mentions that during the negotiations. In the end you part with a pair each of your spearheads and rabbit furs, with Veila offering one of her own newly acquired silver pennies to seal the deal.

You spend five days of uneventful travel with the man, named Kellay and he proves to be an amicable enough fellow. He's bringing freshly brewed ale to Travellers rest for trade, as it's always in high demand there. This is the first year he's brought his daughter Mira, a girl of eleven, who he plans on one day leaving his own little brewery to. Though the deal had been that you feed yourselves, after a couple of days he warms up to you and shares with you some of his bread. The food he gives the three of you isn't enough to eat well, but when supplemented with your own supplies it extends them considerably.

1d20+4 (prepared spells) +2(ample time to concentrate on studies) -8(very little experience or training in magic+)= 16
It is on the cart of this kind ale merchant that you manage your very first cantrip. It is as if a switch is pulled, and the feeling welling up within yourself leaves you certain of your success, even though the effect of the spell is humble, a mere warming of your fingers. You're no true sorcerer yet, but now you can at least lay claim to the title of conjurer or hedge mage, though admittedly not even a very good one yet. You feel elated by this success, small as it is.

...

Unfortunatly though, the events of travel are not all positive. On that fifth night some of the fellow travellers on the road approach your camp as you read by the fire, the three who have been tailing along behind you for these past days. They are all dressed as common folk, but armed, one with a sharpened stake, another with an axe, and the third, the leader, with a battered sword. You had been up reading from your book, and Kellay had been keeping watch, but the two of you rouse your other sleeping companions and rise, readying your weapons in case need arises.

The leader of the trio grins, "Listen, me and mine are mighty thirsty, and here we are, guests in your camp. Why don't you part with one of those barrels there, and we'll have ourselves a good long drink. Wouldn't want anyone to think you a poor host eh?
In response, Kellay spits on ground before the feet of the ruffian, hefting his axe meaningfully. "You go ahead and feck off, i'm old enough to have dealt with plenty of your type before. Save us the trouble and scurry now rather than later."

This situation is a powder keg, and could easily go one way or another. Your companions will take a few moments to rouse, and until then you are outnumbered three to two, in close quarters. You could try to calm the situation, delay, or strike now while no one expects it. What will you do?
Logged
Pages: 1 ... 11 12 [13] 14 15 ... 43