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Author Topic: Seeker of Spellcraft (SG)  (Read 50157 times)

escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #510 on: April 21, 2015, 08:33:45 am »

Cross bane is a priority and the yellow-chew is secondary. We are much more susceptible to harpies than a few mosquitos we can keep away with fire. Although I'm sure we can get both.

After the purchases lets go quickly and get the needed plants.
+1
+1

Being summer, we probably won't truly need the fire, safe for cooking - and those pesky bugs, but I am sure we can spare the few silver.

Else, pack some provisions. While we easily could hunt there, we probably don't want to poach in Tuathé lands, nor are we there to cut corners. I'd say we leave any swampy diplomacy to Clenat, and follow his lead somewhat. He really should know better than us.
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #511 on: April 21, 2015, 02:29:20 pm »

Jehundik Vanyik
First Circle Apprentice of the Bronze Tower
Spoiler (click to show/hide)
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Briefly you entertain the notion of purchasing some sort of implement that might be able to create heat without producing light or fire. Such a thing however, is outside your price-range, and if you really needed to do so you could likely simply draw upon your own talents to produce heat sufficient for cooking food or keeping warm, though in the case of the former not with great precision. You do however make other purchases, including the herbs that you had earlier considered. Unfortunatly they cost more than you might have otherwise guessed, and you suspect that you were gouged rather cruelly by the merchants who sold to you.

Clenat brings with her her nephew, a young lad  of fifteen named Selarch whom she wishes to become used to the ways of travel and field herbalism. He strikes you as quiet and unassuming, though perhaps a little dull and slow witted.
Spoiler (click to show/hide)

You gather your belongings and set out, companions and cart in tow. Alafard being the most experienced with animals takes it upon himself to care for and lead the mule, and while doing so you see that he is indeed rather good with animals, though he doesn't display any particularly unusual fondness for this particular mule. You and Clenat spend much of the time discussing herbalism and it's applications, and during your conversation you find her to be a deep well of knowledge both academic and practical. Your knowledge on folklore provides you with some knowledge on crow's bane, and you know that it's often vaguely referred to as distasteful to a variety of foul creatures. Clenat not only confirms the place of crow's bane in folklore, but also notes that it is actively poisonous to harpies, ogres and other creatures related to them. For dragonkin however, crow's bane can cause mild euphoria, and is sometimes sought by such creatures as an aphrodisiac. It's also faintly magical, which can be useful in the creation of some concoctions that require at least one actively magical ingredient. 

After a day's travel you reach Ravok's Roost, with another three to five day's before you reach The Mage's Bastard and the very edges of the swamps, though it will likely be a day more after that before you reach the magically maintained territory of the Tuathé and the best examples of the plantlife you seek. While in Ravok's Roost it's possible you could seek out Maergor, who may still be working for the town guard, or you could simply get on your way and be done with it.

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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #512 on: April 21, 2015, 04:57:33 pm »

Aw man, I didn't notice we were on the path to buy Yellow-Chew. Oh well, we can always get our own and sell it to the same merchant, I guess.

Ask around for Maergor, chat with him for a bit, ask what's going on with him and tell him about us, and ask for news.
Sharpen Selarch's dagger and axe.
Same schedule as on the way to the tower, except spare another hour for hunting/herblore and replace 'practice cantrips' with 'learn herbalism with Clenat.'
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #513 on: April 21, 2015, 05:07:08 pm »

Aw man, I didn't notice we were on the path to buy Yellow-Chew. Oh well, we can always get our own and sell it to the same merchant, I guess.

Ask around for Maergor, chat with him for a bit, ask what's going on with him and tell him about us, and ask for news.
Sharpen Selarch's dagger and axe.
Same schedule as on the way to the tower, except spare another hour for hunting/herblore and replace 'practice cantrips' with 'learn herbalism with Clenat.'

+1 and get to know the newphew of Clenat. Maybe shes trying to train him to be a mage later in life.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #514 on: April 21, 2015, 05:16:10 pm »

Aw man, I didn't notice we were on the path to buy Yellow-Chew. Oh well, we can always get our own and sell it to the same merchant, I guess.

Ask around for Maergor, chat with him for a bit, ask what's going on with him and tell him about us, and ask for news.
Sharpen Selarch's dagger and axe.
Same schedule as on the way to the tower, except spare another hour for hunting/herblore and replace 'practice cantrips' with 'learn herbalism with Clenat.'

+1 and get to know the newphew of Clenat. Maybe shes trying to train him to be a mage later in life.
+1. Would be wise to make contacts.
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tryrar

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Re: Seeker of Spellcraft (SG)
« Reply #515 on: April 21, 2015, 08:14:39 pm »

Aw man, I didn't notice we were on the path to buy Yellow-Chew. Oh well, we can always get our own and sell it to the same merchant, I guess.

Ask around for Maergor, chat with him for a bit, ask what's going on with him and tell him about us, and ask for news.
Sharpen Selarch's dagger and axe.
Same schedule as on the way to the tower, except spare another hour for hunting/herblore and replace 'practice cantrips' with 'learn herbalism with Clenat.'

+1 and get to know the newphew of Clenat. Maybe shes trying to train him to be a mage later in life.
+1. Would be wise to make contacts.
+1
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #516 on: April 22, 2015, 04:44:01 pm »

Jehundik Vanyik
First Circle Apprentice of the Bronze Tower
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While passing through town you decide to seek out Maergor. You find him at the Lizard's Trough, where you are welcomed warmly by Ajkar and the tavern barflies with a mug of hot wine and a meal. Maergor himself is as contemplative as ever, though a little more talkative. He's joined the town guard, as evidenced by his padded linen armour and Tabard, and from what you can see he's filled out a little. He says that he's been training hard, and is determined to become a skilled warrior. You yourself share anecdotes about your pursuit of greater magical skill, and he seems pleased to know that your abilities are progressing. When you ask him what news there is to be had he purses his lips and quietly mentions that there are rumours of an Ogre-Sorcerer who may be gathering an army to conquer his nearby neighbors, Ogre and elsewise. Ogres respect strength, and if he proves particularly successful it is possible that enough will rally to him that he might prove a threat to the Tower's holdings. When the meal is done you bid your former companion bye, and he suggests that you and he could talk some time after you return to the tower.

...

Your brief detour over, you resume your travels, travelling on the road west towards the swamps that are your destination. Much of your time you spend speaking to and sharing knowledge with Clenat, who is helpful in her instruction and advice. She's been serving Saufelta for years, and clearly has great respect for her and her dedication to her work. Clenat is also a dabbler in magic, and claims to be experienced in treating the sick and the injured. Since you have some on hand, the two of you discuss the uses for Yellow-Chew, so named for being chewed raw by some warriors before battle, apparently to calm nerves and clean teeth. Depending on how it's processed it can be used to create pesticidal oil, mild blood-borne poison, or a bitter cooking spice.

Selarch you also spend a little time with. It doesn't take you long to come to the conclusion that he probably doesn't have what it takes to be a competent mage. While he's educated, he's also a little slow in some ways, if rather unassuming and good-spirited. He's not bad company on the road, quick to joke and with a keen eye, but conversation with him tends to be rather unstimulating.

The hunting on the way is quite excellent, and you manage to care for the majority of the group's food needs without dipping much into your reserves of food, with a little help from Clenat in gathering edible plants. While the group rests Alafard makes sure that the mule feeds well on the roadside grass, which he tells you is rarely grazed and good quality. All in all it's five days of mostly uneventful road-travel, save for the occasional meeting with travellers and traders going the opposite way, towards Ravok's Roost and Bytower. You reach the Mage's Bastard uneventfully, with a few decisions ahead of you.

You could stop at the Mage's Bastard to rest, seek news and buy supplies or simply forge onward. There's also the matter of how to proceed into the swamp, something Clenat mentions a few different possibilities for. You could head straight for the nearest wooden pathway, which is not as well watched as many of the other pathways. Doing so would leave you with less chance of running into interference from the Tuathé, but might also leave them more suspicious of your motivations if you do encounter them. You could also spend a couple days travelling either north or south to the closest pathway in either direction. The southern pathway receives a little more traffic due to trade, and is better watched. Those who gaurd that path are quite used to visitors, and would likely be more amiable towards you, but Clenat is unsure as to wether or not the Tuathé would be agreeable to allowing you to harvest plantlife in the swamps to begin with, and she supposes that it largely depends on who exactly you end up speaking with first. There's also the northern path, which is even less watched by the Tuathé, however this leaves the possibility that harpies may be roosting in the area, and harpies are notoriously difficult to reason with, though you also have crow's bane to discourage attack.
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escaped lurker

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Re: Seeker of Spellcraft (SG)
« Reply #517 on: April 22, 2015, 05:08:07 pm »

Tell a gray lie
Go to the southern, more travelled-by pathway. If anybody asks, we are learning herbalism under Clenat.

Obviously we would have to ask the good man about his opinion on this tactic first, but it might be worth considering.
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Generally me

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Re: Seeker of Spellcraft (SG)
« Reply #518 on: April 22, 2015, 05:11:06 pm »

Tell a gray lie
Go to the southern, more travelled-by pathway. If anybody asks, we are learning herbalism under Clenat.

Obviously we would have to ask the good man about his opinion on this tactic first, but it might be worth considering.
+1 have no actual ideas myself

Also that ogre mage seems interesting. I feel like he or she will plot important.
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Peradon

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Re: Seeker of Spellcraft (SG)
« Reply #519 on: April 22, 2015, 05:13:44 pm »

Tell a gray lie
Go to the southern, more travelled-by pathway. If anybody asks, we are learning herbalism under Clenat.

Obviously we would have to ask the good man about his opinion on this tactic first, but it might be worth considering.
-1

If we get caught, its over for us.... Just tell the truth.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #520 on: April 22, 2015, 05:57:57 pm »

Tell a gray lie
Go to the southern, more travelled-by pathway. If anybody asks, we are learning herbalism under Clenat.

Obviously we would have to ask the good man about his opinion on this tactic first, but it might be worth considering.
-1

If we get caught, its over for us.... Just tell the truth.
-1 to lying. +1 to telling the truth and taking the Southern passageway.

Visit the Mage's Bastard. With its closeness to the swamp, it would be useful in gathering news of the local area.
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3man75

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Re: Seeker of Spellcraft (SG)
« Reply #521 on: April 22, 2015, 06:26:37 pm »

Northern path. We didn't buy the crows bane for no reason.
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Andres

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Re: Seeker of Spellcraft (SG)
« Reply #522 on: April 22, 2015, 07:52:01 pm »

Northern path. We didn't buy the crows bane for no reason.
-1. That crows bane can be useful later on at a time we don't expect it. What if we get chased out of their lands and have to go north? Then we'd have wasted our crows bane for nothing. It's a good emergency item to have regardless of whether we intend to use it or not.
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High tyrol

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Re: Seeker of Spellcraft (SG)
« Reply #523 on: April 22, 2015, 10:26:53 pm »

Northern path. We didn't buy the crows bane for no reason.
-1. That crows bane can be useful later on at a time we don't expect it. What if we get chased out of their lands and have to go north? Then we'd have wasted our crows bane for nothing. It's a good emergency item to have regardless of whether we intend to use it or not.
1+
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Mlamlah

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Re: Seeker of Spellcraft (SG)
« Reply #524 on: April 23, 2015, 01:35:59 pm »

Jehundik Vanyik
First Circle Apprentice of the Bronze Tower
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Briefly you enter the Mage's Bastard and visit with the barkeep and his patrons, seeking news. Wrek is as scowly and tight-lipped as the last time you visited, though his patrons seem in better spirits than he is, and are glad to trade news with you. There are a lot of opportunities these days in this part of the world for those who seek to earn their living through sword or plow away from home. To the Northeast are the lands newly conquered by the Count Merran Greytower, who seeks soldiers to gain further victories against those who threaten his prize, and stout folk to work the land and build his infrastructure. Some of the Keepers of the Bronze Tower are also further encouraging trade and settlement within the lands around the tower, apparently hoping to increase their influence, wealth and strength. There is also news from the lands around your former home, though the existence of the town itself remains seemingly unknown. In the mountains a new people have made themselves known to the rest of the world, a grim people of great wealth and with a stated hatred for those others who dwell beneath the surface of the world. Their new activity seems to have also stirred the ancient dragons who dwell in that broad mountain range, who do not take kindly to having their hunting grounds disturbed by the settlements of civilizations.
You tarry only briefly at the tavern, seeing no need or desire to spend much time with the likes of Wrek.

...

You decide not to risk angering the Tuathé by hiding from their sight, and head south to ensure a meeting between your party and their people. The Journey remains unhindered and the roads remain kind, though the food you manage to gather meets a little less of your needs than it had previously. After two days of road travel south you turn west, towards and into the swamp. Clenat guides you to the wooden pathway of the Tuathé, a series of crisscrossed roots serving as a strong, solid walkway through the wet damp ground of the swamps. The upward facing parts of the roots even seem flattened, as ideal as it could be for small carts to travel along the pathway. Clenat explains that the path is magically grown, guided and cultivated by the Tuathé witches. During this first part of your foray into the swamp you find yourself accosted only a little by insect pests, and this too Clenat attributes to the Tuathé, who wish their more travelled path's to be agreeable to travellers, though she mentions offhandedly that it's not unheard of for a cruel witch with a grudge to spread disease among a cloud of gnats and send them to swarm a misliked person. It would seem that there are very good reasons that this sparse people have managed to avoid being conquered by their enemies.

After another day of travel you find your way to three huts raised on platforms above the wet of the swamps. Ahead you see a half-dozen men and women gathered together speaking on the pathway, most lightly armed and dressed in sturdy if well-worn clothing, though one is dressed in a shirt of torn chainmail and with a large curved sword in hand. Even more noteworthy is the individual they are speaking to, who you can only guess must be an ogre. The creature is easily eight feet tall, and much broader than even a human of that great height could ever hope to be, on it's back is a great bag stuffed to bursting.

The situation doesn't seem tense, though the presence of an ogre is certainly something you had not expected in your first meeting with the Tuathé. There is also the consideration of what exactly you will tell them. You've been conflicted about wether or not to be fully honest about your motivations or to tell a small lie in order to avoid the immediate unpleasantness that might be invoked if they are not agreeable to your purpose. You are in command of the party so the decision is yours, and you do have a few moments to finalize a plan.
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