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Author Topic: Seeker of Spellcraft (SG)  (Read 50241 times)

Andres

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Re: Seeker of Spellcraft (SG)
« Reply #210 on: March 21, 2015, 04:11:29 pm »

If we sneak attack from behind even during the day they'll suspect we mean to kill them anyway. Doing Maergor's plan in the morning might get the best results.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #211 on: March 22, 2015, 12:37:00 am »

If we sneak attack from behind even during the day they'll suspect we mean to kill them anyway. Doing Maergor's plan in the morning might get the best results.

Open up a can in the morning. That's what I think.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #212 on: March 22, 2015, 01:07:35 pm »

Jehundik Vanyik
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You decide to allow Maergor to execute his plan, but in the early morning when you'll be able to step in should things go badly. The group gets some sleep, preparing for the journey, and the confrontation.
The following morning the four of you wake up at the crack of dawn, to gather your things and prepare for the worst. Maergor is ready, and as quietly as he can manage heads for the makeshift camp of your antagonists. The fisherman is not the stealthiest person though, and as you watch from a the group stirs in the face of their adversary. The advantage of surprise vanishing, he picks up the nearest of the three with two hands, and with a great heave tosses him on top of another. The third reaching for his weapon half-crouched, Maergor gives him a backhanded blow, knocking him back to the ground. Not waiting for whatever response they can muster, he quickly speeds away, towards you. The trio seems bewildered, all concious and lightly injured, but unsure how to proceed.

"Do you judge that to be enough? Or should we more forcefully drive them away? "
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tryrar

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Re: Seeker of Spellcraft (SG)
« Reply #213 on: March 22, 2015, 01:17:03 pm »

Have Veila tell them if they know what's good for them they'll make themselves scarce pronto, or there'd be more where that came from-maybe with something a bit more permanent than some bruises and injured pride.
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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 #214 on: March 22, 2015, 01:22:03 pm »

Have Veila tell them if they know what's good for them they'll make themselves scarce pronto, or there'd be more where that came from-maybe with something a bit more permanent than some bruises and injured pride.

+1 she's usually a good talker thats why.
« Last Edit: March 22, 2015, 01:40:15 pm by 3man75 »
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escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #215 on: March 22, 2015, 03:34:35 pm »

Have Veila tell them if they know what's good for them they'll make themselves scarce pronto, or there'd be more where that came from-maybe with something a bit more permanent than some bruises and injured pride.
+1 she's usually a good talker thats why.
+1

Maybe a bit more forcefull though? More along of the lines that they should scram asap, and if we ever see them near our camp again, then we won't leave it at our fists? Eh.. well, kinda nitpicking here.


What we really should do - or rather, be - is being impressed with Maergors strength. Not forcefully complimenting him, just giving respect where it is due. Crack a few jokes about it. Whatever the good man prefers - Jehundik should know.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #216 on: March 22, 2015, 05:08:25 pm »

Send Maergor with Veila.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #217 on: March 23, 2015, 12:40:27 pm »

Jehundik Vanyik
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You affirm that you think Maergor's feat of strength will be enough to ensure they know you are to be taken seriously, but you decide that clear communication of your desires will also be neccecary. Having Veila take point, with you and Maergor backing her up, you approach the confused youth's. When you arrive at camp the trio have prepared their makeshift weapons, and all seem only superficially hurt, though the leader of the group bears a red mark on his face from where Maergor struck him, and judging from his wince of pain it really ought to sting. Now within decent shouting distance, you have Veila take over the situation.

1d20+2(outmatched) +2(display of strength)= 5 (NATURAL ONE)
Before Veila manages even to get a few words in the leader of the group, emboldened by the sting of his pride, charges your group, roaring in rage, and before long his companions follow suit. Your companions draw their weapons free and prepare to fight, but you have a few moments to prepare a plan.
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escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #218 on: March 23, 2015, 01:01:44 pm »

Huh. Critical fails ;[

Quote from: Recap
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.

I think as far as tactics go, we should send an arrow to their leader. Aim for his vitals.


Not only should he be the backbone of their strength and morale, he also has the arguably most dangerous weapon. In the best case, we only need to take him out, and the other two will scram. If not, the guy with the axe would be next, since a "wooden dagger" would need a fair bit more luck or experience to seriously injure someone. Either way, mind our companions - or rather, where they stand. Don't want any friendly fire here.

As I see it, this is kind of a "do or die" situation, so the moral compass goes out of the window, but unless they stop their charge we should not back off. My opinion, unless swayed by a better argument. ;3
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #219 on: March 23, 2015, 01:06:01 pm »

Huh. Critical fails ;[

Quote from: Recap
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.

I think as far as tactics go, we should send an arrow to their leader. Aim for his vitals.


Not only should he be the backbone of their strength and morale, he also has the arguably most dangerous weapon. In the best case, we only need to take him out, and the other two will scram. If not, the guy with the axe would be next, since a "wooden dagger" would need a fair bit more luck or experience to seriously injure someone. Either way, mind our companions - or rather, where they stand. Don't want any friendly fire here.

As I see it, this is kind of a "do or die" situation, so the moral compass goes out of the window, but unless they stop their charge we should not back off. My opinion, unless swayed by a better argument. ;3

+1 also we should yell "FOOL YOU COULD BE ALIVE WITHOUT DOING THIS!"
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #220 on: March 23, 2015, 01:53:06 pm »

Jehundik Vanyik
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1d20 +2(archery skill)= 11 VS. Opponents Roll= 9

Wordlessly, and speedily you draw arrow to ear and let fly, not bothering to sight the arrow in the heat of the moment. The arrow whizzes past his leg,cutting him open and slowing down his charge. At his approach, your companions brace for him, Maergor even putting his spearbutt in the ground to recieve the charge.

Your arrow, and Maergor's spear seem to cause him to reconsider his mad dash, and he slows just short of skewering himself. Veila, ever the speedy one, takes advantage of his hesitation to advance upon him, axe swinging. He blocks the axe blow, but recieves a thrust from the butt of Maergors spear in his gut, winding him and bringing him to squirm on the ground just as his companions arrive.

Veila, an edge of growl to her voice, makes the terms clear. "Take him and get the fuck out of here."

The remaining two, apparently not eager for a fight to begin with, are all too eager to comply. They drag their wounded companion to their campsite, pack their scant possessions and head off down the road, the opposite way you are going.

...

Kellay gives each of you four silver pennies for your trouble, and eager to get underway, makes his wagon ready for the next leg of the trip, promising a hearty meal of salt beef and ale for supper on the next stop.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #221 on: March 23, 2015, 02:06:05 pm »

Thank him and begin to rest and maybe read up on our book some more. We may just get it this time and I am sure it could be a nice little cantrip for later.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #222 on: March 23, 2015, 04:44:40 pm »

Jehundik Vanyik
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Kellay lives up to his promise of a good meal for the three of you later that night, and for the nights following as well, and the trip is largely quite quiet and peaceful, though a little rainy.

1d20+4 (prepared spells) +2(ample time to focus on studies) -7(little training or practice in any magic)= 4
Despite your earlier success with the previous cantrip, the second still eludes you. This spell when cast successfully creates a flash of light between both hands. Still, you are heartened by your early success, and you can tell that you are growing better. Veila too, would like to learn whatever you might be able to teach her, though for the moment that is very little. Kellay has noticed your studies, and he mentions that a conjurer has a business within Travellers Rest, selling charms and such. Perhaps he could help you?

You spend three more days on the road before reaching the Travellers Rest. It is a small place, built beside the road rather than upon it. A wooden wall stands barely above head-height around the entire town, except for a large building you judge to be a tavern. From what Kellay has told you the town makes nearly all of it's living from travellers and trade, and welcomes most sorts of commerce. He also reaffirms that he would be willing to put a good word in for any of your party seeking work. He claims to do good business here, implying that his opinion holds some weight within the community.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #223 on: March 23, 2015, 05:02:29 pm »

Where is it that we need to go next now? At least according to the directions given to us by the book?

Also, we should get a meal and buy some traveling worthy food before we go. Maegor can stay and use the work if he would like but for us we need to find our magical master.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #224 on: March 23, 2015, 05:08:36 pm »

"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."

The Northeast road is not the road you have been travelling however. It is a Dirt road that begins on the other end of travellers rest.
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