Yes, I know, I'm a terrible person. Shortly after my last appearance in this thread I finally convinced my IRL friends to give Dungeons and Dragons a shot, so I've been spending most of my time creating setting/plot/adventures from scratch. I'm extremely happy with the way that turned out, and I hope to get a lot of mileage out of that world. But that's a story for another day- today we're back in Urak.
anyways, you remember the character options we had? Where we could be an Elf from of Yicefalo (which we are), a human from Thrimesdur or a human from the Jeweled Coasts? Is this ringing any bells?! GODDAMMIT WE COULD'VE BEEN A PIRATE KING/QUEEN! *RAEGRAEGRAEGRAEGRAAAAAAAAEG*
Another thing that I noticed... They have been necromancing longer than you. So they have a headstart in experience, and clearly made all the wrong choices. Learn from their mistakes and make a true difference in the world, not be just another evil necromancer.
:3 I was wondering how long it would take before somebody noticed that. Oh well, I'm sure it isn't at all important.
go even more south until we hit another town. I'm not sure why we'd even want to hit another town
Sorry, should have clarified- hit a HUMAN town. There are no sizable Elven populations this far from Yicelafo, so that direction would have involved finding a fishing village or something and trying to wave down somebody with a boat.
I'm pretty sure that's the point of the book - to allow Monk to introduce small cantrips that he hadn't thought of beforehand into our repertoire as the plot demands it. Listing what's actually in there would defeat the purpose.
Basically, yes. Assume it has a range of situationally useful minor spells, like Waterproofing. If the spell you are looking for is more powerful or versatile than that, but is nevertheless a reasonable thing for a Wizarding Primer to contain, I'm rolling a d12 for it- that's where Permanency came from.
Running probably isn't going to work. Yeah, Omo could make it, but we're tired and we've never gone hand over hand on a rope in our entire lives. We will fail comically if we attempt it at any significant speed and our dad will find out and we will be grounded until we're 50.
Here's my suggestion:
0. This is something that we should do regardless of which plan we choose: Look through Prestidigitation for the Beginning Practitioner for basic waterproofing spells that are safe to apply to the book and to our writing materials. It would seriously suck if we managed to get across the river only to discover that our one and only source of general magical knowledge was ruined by the water.
1. Go find that bear that the trailsign warned about before and use a combination of Calm Animal and knowledge of the location of delicious honeycomb also mention by the trailsign to wheedle the bear into serving as a distraction for us by screwing around in the ranger's tents. Time this so that the bear is at the camp after dark.
2. While the rangers are being distracted by our bearstraction, cross the river under cover of darkness.
3. Run like hell.
Are we an elf, or a dwarf? Why don't we just run on TOP of the rope, like a true elf, while doing various acrobatic stunts and rudely gesturing at the salmon. We could fish while we're at it.
On a serious note, do we know how to swim? couldn't we loosen a log from the shore, and paddle across? we shouldn't be too conspicuous---a log in the current. we can land further down stream.
The log would decrease both our chances of drowning and being spotted.
We could attach our supplies to the underside of the log, using our leather.
You got a better idea?Well... we could try luring a bear into their camp to cause confusion.That idea is crazy. I like it!No, no, there's too many things that could go wrong.Oh come on, that plan is too ridiculous to fail! It's the last thing they'd be expecting!...I can't tell if you're being serious, Omo.Honestly, neither can I. I still say we should go for it, though.Let's not and say we did. Alright, what if we just swam across under cover of darkness?I don't think I can swim that well, can you?Well, what if we found a log or something and tried to float across with that?Hm... that could work. Throw your stuff up on it, keep it dry.I think I want to try learning a waterproofing spell I found first, just to be safe. And, do you have an idea of where most of the Rangers are stationed?Probably keeping watch on the ferry. There will be patrols and sentries all along the riverbank, but I think we can evade them if their schedules aren't significantly altered from when I was a Ranger.Alright, how about we travel north a ways and pitch camp for the night, then I'll spend tomorrow learning that spell, then we find a log and make a crossing at twilight?Sounds good to me- let's move.Standing, you settle your things and head northward- Omo leads you on a slightly westward curve, attempting to avoid any errant Elven Rangers. Afternoon quickly gives way to evening, and then dusk. Urging stealth, Omo makes no fire, and instead of setting up the tent he fashions a crude lean-to from scattered branches. You settle down for a cold, uncomfortable night, while Omo falls immediately asleep.
The next morning dawns chilly and clear as you groggily stumble from your shelter and stretch out your various aches and pains. Omo is already gone, but you don't worry about it too much, and after breaking out your trail rations for a morning meal you get down to studying your spellbook. The spell itself seems fairly straightforward, but the language it is couched in is unfamiliar and high-handed. You were taught your other General Magic spells by a patient teacher who could demonstrate the spell in action and speak in terms you could relate to- you learned the spell as a matter of instinct and emotion, and came to understand the details later. This book is technical, forcing you to deduce the process from the explanation of its workings. It is as though somebody tried to explain what a plus sign is by giving you 2+2+3=7 with no other explanation. It is, in a word, frustrating.
Eventually, your grumbling and perseverance pays off when you finally manage to cast the spell. Waterproof makes an object non-absorbent for an hour per point of Mana, effectively preventing the water from harming the target. Large quantities of water (like a typhoon or complete submersion) can reduce the duration of the spell, but even so it should be more than enough to get across the river. Since it doesn't actually prevent contact, it doesn't work on acids or certain potions, and it doesn't rustproof. It's well suited for keeping paper, leather, and clothing dry, or preventing the dissolution of ink in water, and that's about it.
You idly eat a light midday meal, wondering where Omo got to. After a few hours of fidgeting, you finally hear a rustling in the bushes, and soon see Omo hauling a sizable log on a makeshift sledge toward your clearing.
Hey Nym! This bloody thing was surprisingly hard to find- I really thought there would be more deadwood out here.I was wondering where you went. Do you really think we need that large of a log?The way I figure, it can't hurt. Ready to go?I think we should wait until it starts getting dark- we'll be harder to spot.I was hoping you'd changed your mind. Alright- got anything to pass the time? Cards or dice? Anything?Not really....I spy with my little eye, something that is green.Is it the forest?Yep! Your turn!*sigh* I spy with my little eye...Several hours of I Spy later, the sun begins to set. You quickly waterproof your spellbook before wrapping it and your scroll case in your cloak, just for insurance. The sun is down, but there is plenty of light to see by when you reach the river, and you pause for a moment in awe. The river is rather wide, but that's nothing special- you've spent plenty of time around moving water. No, the sight that takes your breath away is the plains beyond.
In Yicelafo, you've never been able to see more than a hundred yards away- the forest is called the Walled Jungle for a reason. But here, at the edge of the woods, you can see for
miles. The plains of Thrimesdur are covered with a blanket of tall, waving grass, broken only by the odd shrub or small tree. You can feel a gentle night breeze blowing your way, carrying the fresh scent of green spring grass and blooming flowers. You can see clear to the horizon, where the stars are beginning to shine in the eastern sky, and the Moon makes its triumphant debut. Almost, you imagine you can see beyond the plains, to the wasteland of the Sacred Grove, to the Black Swamp of the Golgothans, to the mountainhomes of the Dwarves, and beyond.
Omo grins at you.
So you feel it too, eh?What?The pull of far-off lands. The knowledge that there is more to see than you can possibly imagine, a world without walls. I've felt it ever since my first patrol brought me to the border, not all that far north of here. You should see the mountains- majestic is the only word I have for them, and it is woefully inadequate.Yeah... I think I understand you a little better, Omo.Hm?Nevermind- let's get this log in the water.Hastily, you drag the log to the river's edge, splashing into the shallows. The log floats low in the water, but it floats, and Omo expertly lashes your belongings to the top. Omo quickly shucks off his boots, shirt, and pants, tying them to the log.
Hurry up and strip, Nym!I've got my tunic and boots off, I think I'm alright with an undershirt, Omo.For the love of... look, the biggest danger in this river is getting too tired before we cross, and the more clothes you wear, the harder you have to swim. Not to mention if your unmentionables are wet, you'll catch your death of cold!Hey! Who's there?Glancing back, you see a Ranger emerging from the trees, bow in hand.
No time! In we go!What are you doing? Stop!Plunging into the water, you wade into the current, quickly losing touch with the bottom. With Omo beside you, you begin kicking as well as you can, pushing your log further into the river. Hazarding a backward glance, you see the Ranger on the riverbank, arrow at his bowstring. Clearly he is reluctant to fire, and instead keeps yelling for you to return.
Progress across the river is distressingly slow, as you and Omo find yourselves outmassed by the item-laden log. You distinctly feel you are floating downriver faster than you are crossing, but at least you are making headway. There's a bad moment at mid-river when you feel an undertow dragging at you, but
you and
Omo resist the pull and continue on. Soon enough, you can feel the current weakening, and your feet touch bottom on the opposite side. You wade ashore in Thrimesdur, sodden but free and away from Yicelafo.
Ha ha! Oh, but it is good to be out here.It certainly took long enough- that river looks a lot wider now that I've swum it.So it does. Well, what do you say- should we camp here and head into Larathor tomorrow, or press on and sleep in an inn tonight? I don't know about you, but I'm wet, cold, and hungry- food, fire and a bed sound like they're worth another hour's walk!You are about to agree as you shrug your tunic back on, but then you remember your promise to yourself. "First night in the wilderness, away from settlement and elves- that's when I'll tell Omo I'm a Necromancer." Maybe this doesn't count though- after all, Larathor isn't all
that far off, and it might be better to wait until you are deeper in Thrimesdur. What to do, what to do...
Vitality- 10/10
Mana- 11/12
XP- 19/20
Inventory- Belt Pouch (
86.2 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Tired and wet
Eighteen days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Wet, cold, and hungry
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recomend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
Yicelafo