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Author Topic: Seeker of Spellcraft (SG)  (Read 50247 times)

3man75

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Re: Seeker of Spellcraft (SG)
« Reply #225 on: March 23, 2015, 05:12:34 pm »

So from here we take the Northeastern road then. We should ask about the tavern ahead and the town we are suppose to be at. Maybe we can find a short cut or a caravan to travel with. Also learn more magic.
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escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #226 on: March 23, 2015, 05:14:56 pm »

Sounds like we still have a good stretch ahead of us.

Discuss the topic of stopping at the town with our companions.
A little reprise from the road might be quite welcome. We can peddle what little we have, fish for information, and maybe stock up on some money for the next leg of the journey. Maybe even find someone going in that direction too - being with Kellay as the precedent, not a bad idea in and of itself.

Talking business with Kellay
We might be able to ply our trade of being a herbalist / hunter here. Problem, would it be considered pouching to hunt in these parts? Also, would our services as herbalist even be appreciated? Don't want any bad blood over us picking spots that belong to the community or what-not.
Obviously disregard the later point if our companions just want this to get done with  :P
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Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #227 on: March 23, 2015, 05:17:21 pm »

Buy some food and then thank Kelay. Ask how far it is to the first tavern along the road.

Also, while on the road, begin to teach Veila the first cantrip. We can teach her while its light, because we dont need to use the book, so it wont interfere with our own studies.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #228 on: March 23, 2015, 06:41:25 pm »

-1 to staying here any longer than we have to. We should make tracks to the magical master before she gets bored of waiting.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #229 on: March 24, 2015, 04:42:12 am »

We know first aid. Check on leg. Any signs of infection or whatnot? It's been scabbed for a while now.

Ask Kellay where we can do the stuff below (where applicable).

Sell 5 candles, 2 rabbit furs, 3 spearheads, 2 horseshoes, 1 axehead, and have Veila make all negotiations.

Sharpen our Aged Dull Steel Short-Sword with a whetstone so it's merely an Aged Steel Short-Sword.

Browse an armour and shields shop. Even a buckler will help.

Rent an inn for a couple of days. The group can use a break to sleep in proper beds and it'll give us an opportunity to get some news about the local area. We wouldn't want to run into bandits or anything, would we?

EDIT:
Also, while on the road, begin to teach Veila the first cantrip. We can teach her while its light, because we dont need to use the book, so it wont interfere with our own studies.
+1. We should also ask if she wants us to teach her to read.

EDIT2:
-1 to staying here any longer than we have to. We should make tracks to the magical master before she gets bored of waiting.
This journey is one that takes weeks, if not months. The magic master isn't going to get bored if we're a few days late.

Ignore the magic guy Kellay mentioned. We already have a master in mind, we're only on the level of cantrips so the master will probably decline, and we don't want to create much presence here.

Look for a stable that sells donkeys.
« Last Edit: March 24, 2015, 04:47:30 am by Andres »
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #230 on: March 25, 2015, 08:20:07 am »

We know first aid. Check on leg. Any signs of infection or whatnot? It's been scabbed for a while now.

Ask Kellay where we can do the stuff below (where applicable).

Sell 5 candles, 2 rabbit furs, 3 spearheads, 2 horseshoes, 1 axehead, and have Veila make all negotiations.

Sharpen our Aged Dull Steel Short-Sword with a whetstone so it's merely an Aged Steel Short-Sword.

Browse an armour and shields shop. Even a buckler will help.

Rent an inn for a couple of days. The group can use a break to sleep in proper beds and it'll give us an opportunity to get some news about the local area. We wouldn't want to run into bandits or anything, would we?

EDIT:
Also, while on the road, begin to teach Veila the first cantrip. We can teach her while its light, because we dont need to use the book, so it wont interfere with our own studies.
+1. We should also ask if she wants us to teach her to read.

EDIT2:
-1 to staying here any longer than we have to. We should make tracks to the magical master before she gets bored of waiting.
This journey is one that takes weeks, if not months. The magic master isn't going to get bored if we're a few days late.

Ignore the magic guy Kellay mentioned. We already have a master in mind, we're only on the level of cantrips so the master will probably decline, and we don't want to create much presence here.

Look for a stable that sells donkeys.

Fine but we should practice magic in the inn and help Veila learn our light trick.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #231 on: March 25, 2015, 02:29:10 pm »

Jehundik Vanyik
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Companions
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The Inn is a rather large building, mostly wooden in construction, but bits and pieces of it seem to be made from cobblestone, much the same make as from the road itself. The Inn appropriately is named "the Cobblestone". Kellay spends some time negotiating with the Inn's owner Mashira, a tall dark-skinned woman with a ready smile and calloused hands. Both are shrewd negotiators, but clearly friendly with eachother, and by the time Kellay has sold her his ale both seem pleased with the transaction. Kellay also takes the time to get you and your companions a fair price for cots and meals in the common room.

Once that is accomplished Kellay is kind enough to escort you around town as you conduct your business. All of you leave your weapons at the tavern however, Kellay explains that it is not legal for travellers to wander around within the town walls while armed. Kellay shows you to the various merchants who might be interested in your goods, and from the kind words he shares with many of them you can tell that he wasn't lying when he mentioned his name held weight within the community, and it certainly does not seem to hurt your dealings with the various merchants within town. The candles, furs and spearheads seem a welcome enough commodity, though the other rusty bits of iron make the local blacksmith wrinkle his nose distastefully before admitting he can probably scrub them and melt them down for the metal. When the bartering is all done, you find yourself with five more silver pennies, with each of your companions having claimed one each from their share of the found metal. In addition to the silver you also get two tiny copper coins, each you are told, are worth very little, a half-day's wage for a cheap laborer at best.

While trading with the blacksmith you see his store of arms and armour, most of which that he admits he did not make himself. You learn then that armour is expensive, you could probably afford a gambeson, or a set of bracers, or maybe trade in your current cap for a more functional helmet, but all of those would cost between five and seven silver pennies even at generous prices. The blacksmith tells you that you are free to think the decision over and that he will hold to the prices he has promised you. A donkey or mule is similarly prohibitively expensive. A dozen silver pennies for the privilege of taking a donkey that the local stable owner admits to being uncooperative, though he also offers feed for it. Veila and Maergor are willing to pay their share as well, however, in exchange for the mutual promise that whoever claims it at the end of the journey is willing to buy out the others shares of the animal.

...

When your initial bartering is done with you return to the inn to regroup, eat and decide on what purchases to make for the rest of your journey. Kellay continues to be helpful, entertaining your questions and offering his advice. You learn that the next leg of your journey looks to be a week long at the most, perhaps half that if you choose to take the path through the nearby swamp rather than around it. He warns against that if you can avoid it however, as the locals in the swamp are thought to practice questionable sorceries and cooperate with evil creatures. He admits that doing so is by no means certain death, as he knows merchants who trade with the swamp-folk and travel their paths regularly.
When you ask about the legality of hunting Kellay tells you that in the local area you need to seek permission from the local baron so that he can tax your hunting, and that the penalties for breaking those rules vary depending on where you poach, but he also tells you that you're actually on the border of the kingdom, and that continuing along your planned path will take you outside the purview of the local rule of law within a day or two of travel. He grins in mockery as he intones that you will soon be within the realm of sorcerers and spirits.
During your conversation you see to a few small matters. Sharpening your sword and seeing to the cut on your leg, which looks mostly healed, and doing so cleanly.

GM NOTE
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tryrar

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Re: Seeker of Spellcraft (SG)
« Reply #232 on: March 25, 2015, 03:07:37 pm »

Hmm, looks like unless we want to blow about everything we have, pack animals and more armor is out. I say we simply Rest a couple days, practice magic(and teach Veila), and stock up on trail supplies and stuff. We can hunt after a couple days without worry, and we can avoid the swamp path.
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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.

Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #233 on: March 25, 2015, 03:33:37 pm »

We do need to buy some food though, I dont want to have to rely on hunting too much.
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tryrar

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Re: Seeker of Spellcraft (SG)
« Reply #234 on: March 25, 2015, 03:41:06 pm »

We do need to buy some food though, I dont want to have to rely on hunting too much.

I was including that with trail supplies :P
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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.

Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #235 on: March 25, 2015, 03:50:27 pm »

:/
Didnt see you mention that.
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tryrar

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Re: Seeker of Spellcraft (SG)
« Reply #236 on: March 25, 2015, 03:51:11 pm »

:/
Didnt see you mention that.

Didn't specifically mention it, I just assumed. Well you know what they say about assuming :P
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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.

Andres

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Re: Seeker of Spellcraft (SG)
« Reply #237 on: March 25, 2015, 03:53:42 pm »

Hmm, looks like unless we want to blow about everything we have, pack animals and more armor is out. I say we simply Rest a couple days, practice magic(and teach Veila), and stock up on trail supplies and stuff. We can hunt after a couple days without worry, and we can avoid the swamp path.
+1. We should also take our time in the tavern to sharpen all of our weapons (Aged Steel Short-Sword -> Sharp Aged Steel Short-Sword), including our Aged Steel Short-Sword (with rat-fur grip), Maergor's Iron-headed Spear and short Steel Knife, and Veila's Iron Hatchet and Steel Dagger. Maybe have Maergor do the sharpening while we do magic with Veila.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #238 on: March 25, 2015, 04:46:46 pm »

Jehundik Vanyik
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You decide to spend a couple days in town, to rest, seek news and gather supplies. Kellay leaves the following morning with his daughter after buying some supplies and tools, and asks you to seek him out should you find your way to travellers rest again, or better yet his home town of Ravenhead. You thank him for his help, and wish him well.

D20+4(prepared spells)-7(little practice or training in any magic)= 13
TEACHING CHECK D20+4(prepared spells-7(little practice or training in any magic)=3
Most of your time is spent on your own practising your cantrips, or tutoring Veila in magic. Your own studies seem to benefit from the comfort of meals cooked for you and the warmth of a hearth. You manage to successfully cast the second cantrip, creating a flash of white light between your hands that would dazzle you if you wern't prepared for it. You are much less successful in tutoring Veila, your inexperience proving an impediment. She seems to benefit more from observing you in your own practice than from your confused directions. Still, the tutoring gives you additional focus and perspective in your own studies, and you can now more consistently cast the first cantrip. You consider also teaching her to read, but splitting your time between so many things will likely harm your other efforts. The tavernkeep Mashira notices your magical practice and mentions she would be willing to give you work as an entertainer if you were to become a little more practiced and learn a few more cantrips.

Maergor spends time tending to the group's weapons, sharpening, and polishing them. He seems to take these duties to heart, and by the time your sword is returned to you you find that not only is it quite sharp, but Maergor has replaced the crude rat fur that made the grip with a leather wrap. He's also put the bladed spear head he claimed back at the abandoned watchtower on a short haft and tucked it into his belt, and replaced his fishing spears with two iron-headed javelins. All this apparently out of his own pocket.
All three of you spend a little coin on purchasing road-worthy food, and find that at least to be cheap and in abundant supply.

On the last night of your stay a fellow Tavern-Guest approaches you. He introduces himself as Gimwelf the Bard, he's well dressed and handsome, with a lute and a bow on his back and a sword at his side. He's overheard your talk of travelplans with your companions, and he's interested in sharing in your company on the road. Offering his music, folklore and mutual protection.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #239 on: March 25, 2015, 04:59:35 pm »

Ask to meet this dude's parents. It's an unorthodox but surprisingly simple and effective way to tell us if this guy's secretly a bandit or something. On an unrelated note, it's good to know that Veila can learn magic just by watching us - she'll get to learn magic without affecting our own studies.
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