Fantasy Quest

Put your Let's Plays in here.
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>tell kobolds about your giant bee apiary idea and how there are job openings available if they would only put down their spears and sign this (legally binding) contract

JamieTheD wrote:
Thu Aug 13, 2020 11:34 am
> Tell the kobolds about the dragon that totes exists, and lives fifteen days to the west, that mountain over there, see, can't miss it. Really hidden entrance, but you look like smart kobolds, you'll figure it out.
Two of the kobolds look at you with their head tilte confused, they don't seem to understand you, the third Kobold (the living one of the initial two) looks at you says "Non-sense you spout, no dragons are near"
Tanegashima wrote:
Thu Aug 13, 2020 1:35 pm
>tell kobolds about your giant bee apiary idea and how there are job openings available if they would only put down their spears and sign this (legally binding) contract
The kobold who seems to able to understand you goes "You killed... sister... we do... not want to... work with you!"

Your Diplomacy skill increased by 1
> If that fails, dodge under their spears, so they can't hit you effectively,
You try dodge their spear by going under, but because the kobolds are only about 2'6" they can still easy stab you with their spear
>and go fuckin' ham with those bony fists
You attempt to punch the first Kobold with your first and the kobold barely manages to dodge out of the way.

The 3 living kobolds attack

The first kobold (the living one who was out here initially) attacks Thelka and hits.

He does 1 damage to Thelka

The second kobold (the one who entered later who is rightward) attacks Thelka and misses

The third kobold attacks Venta and makes a clean hit.

The third kobold does 4 damage to Venta.

Thelka spends 3 mana to cast "Clumsy" on Second kobold and misses

Venta spends 3 mana to cast Wind Burst on the second Kobold, this is time she mades a great display of grace and accuracy, successfully beating the kobolds decent attempt to dodge.

Venta does 10 damage to the second kobold defeating it.

What do you do


>
Last edited by weso12 on Thu Aug 13, 2020 5:43 pm, edited 1 time in total.

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>okay we're not a frontliner at all, let's just hang back and shoot the one attacking Venta with our crossbow

Tanegashima wrote:
Thu Aug 13, 2020 3:14 pm
>okay we're not a frontliner at all, let's just hang back and shoot the one attacking Venta with our crossbow
You move back shot the one shotting the Kobold with your Light crossbow

You do 3 damage to Kobold, the Kobold looks decently wounded

The Kobold you just attacked attacks Thelka and Thelka skillfully dodges

The other remaining Kobold makes a precise devastating stab at Venta

The Kobold does 6 Damage to Venta, Venta looks rough.

Thelka spends 4 mana and casts Dark Missile on the one you took a shot at and hits

Thelka does 7 damage to the Kobold. The Kobold is defeated.

Venta runs back towards you and pulls out of a pouch a glass Vial with a blue liquid, she drinks and it appears her body is recovering.

Venta recovers 7 HP.

You notice that behind the fight they are a small group of kobolds in the back, 7 of them, 3 look like children, 2 look elderly, and all of them completely unarmed, looking nervous and running away from the left side of the camp.

What do you do?


I added something I forgot to mention last to the last post just so you know

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We should probably check everybody's stats at some point.

> check party's stats

Grumpy Turtle wrote:
Thu Aug 13, 2020 7:24 pm
We should probably check everybody's stats at some point.

> check party's stats
Party Member #1
Name: ?
Gender: ?
Species: Human Lich
Size: Medium

Vitals
HP 11/11

Languages Spoken: Common
Litrecay in: Common

Stats
Strength 5
Fortitude 3
Dexterity 5
Agility 5
Intelligence 8
Perception 6
Willpower 5
Charisma 7

Traits
Faster Learner
-Improves in Skills and Attributes 10% faster.
Undead
-Immune to all diseases and poison
-No longer need to breathe, eat, drink or sleep
-No longer age and are immune to all aging related effects
-If a Faith or Nature based spell that normally heals a target is cast, it shall instead inflict that same amount of damage, however a Willpower roll is given to resist. Conversely if a Faith or Nature based spell "Inflict" spell is cast, it shall instead Heal that same amount of damage it would do and doesn't require the Willpower roll to resist.
Increased Mana
-Uses 3 times casting attribute as base Mana for all forms of spell-casting instead of 2 times casting attribute.

Skills
Diplomacy +4
Sense Motive +3
Appraise +3
Bluff +2
Crossbow +1

Spells
None

Inventory
Light Crossbow (Currently Equiped)
-Damage: 1~4
-Accuracy: +2
-Damage Type: Piercing
-Range: Long
-Two-Handed
-Requires Crossbow Bolt to Use
19 Crossbow Bolts
Silk Outfit (Currently Equiped)
-Mudane Equip Effect: +2 to Seduction Checks, and +1 to all other Charisma skill checks other then Intimidation ones
100 Gold, 2 Copper
Leather Backback filed with supplies including 2 weeks rations
Merchant Clothes

Possessions Not On Person
Small Wagon with Various Trade Goods:
-1 Pound of Chocolate
-2 Pounds of Garlic
-1.6 Pounds of Mint
-2 Pounds of Oregano
-1 Pound of Cheese
-1 Pound of Cinnamon
-1.6 Pounds of Coffee Beans
-2 Pounds of Potatoes
-0.6 Pound of Honey
-1 square yard of thin leather
-1 square yard of Linen
-2 pounds of marbel
-1 pre-plucked uncooked (non-living) 5 pound chicken.

Party Member #2

Name: Thelka
Gender Female
Species: Half-Orc
Size: Medium

Vitals
HP: 14/15
Mana (Wizardry): 8/12

Stats
Strength 6
Fortitude 5
Dexterity 5
Agility 5
Intellgence 6
Perception 5
Willpower 6
Charisma 5

Languages Spoken: Common, Orcish
Literacy In: Common, Orcish

Traits
Lesser Faster Learning
-Improves in Skills and Attributes 5% faster.
Lesser Threatening Aura
-Grants a +1 when self or Ally with Short range makes an Intimidation checks
Wizardry
-Allows casting of Wizardry Spell, casting attribute and mana pool are based on intelligence
Hex Expertise
-Grants +1 Spell Bonus to all Hex Spells

Skills
Arcane Knowledge +3
Mace/Club +1

Spells
Weaken
-College: Hex (Physical)
-Cost: 3 Mana
-Range: Medium
-Base Duration: 1 minute
-Bonus Duration per Margin: 6 seconds
-Baser Potency: 2
-Bonus Potency Per Margin: +0.5
-Resistance: Fortitude
-Effect: Choose one target in range, if the target fails their check, they are subject to a Strength penalty equal to the Potency (Rounded Down) (Unless doing so would lower the target's Strength below 1 in which ase it becomes 1) for the duration of the spell. This spell does not stack with any other temporary Strength lowering spells, including other instances of this spell, only the highest penalty will apply at any given time.
Clumsy
-College: Hex (Physical)
-Cost: 3 Mana
-Range: Medium
-Base Duration: 1 minute
-Bonus Duration Per Margin: 6 seconds
-Base Potency: 2
-Bonus Potency Per Margin: +0.5
-Resistance: Agility
-Effect: Choose one target in range, if the target fails their check, they are subject to a Dexterity penalty equal to the Potency (Rounded Down) (Unless doing so would lower the target's Dexterity below 1 in which case it becomes 1) for the duration of the spell. This spell does not stack with any other temporary Dexterity lowering spells, including other instances of this spell, only the highest penalty will apply at any given time.
Vulnerable
-College: Hex (Physical)
-Cost: 3 Mana
-Range: Medium
-Base Duration: 1 minute
-Bonus Duration Per Margin: 6 seconds
-Base Potency: 1.5
-Bonus Potency per Margin: +0.25
-Resistance: Fortitude
-Effect: Choose one target in range, if the target fails their check, all damage they recieve will be Multiplied by potency (final damage totalrounded down) for the duration of the spell. This spell does not stack with any other temporary Universal Damage mulitpler applying spells, including other instances of this spell, only the highest penalty will apply at any given time.
Dark Missile
-College: Elemental (Dark)
-Cost: 4 Mana
-Range: Long
-Base Damage: 1~6
-Effect: Make an attack against one target in range, with the Spell Bonus being treated as the caster's skill, if the caster hit the caster does dark Element damage with a damage bonus based on the caster's casting attribute instead of Strength.
Absorb Intellect
-College: Hex (Mental)
-Cost: 6 Mana
-Range: Medium
-Base Duration: 5 minutes
-Bonus Duration Per Margin: 30 seconds
-Base Potency: 2
-Bonus Potency per Margin: +0.5
-Resistance: Willpower
-Effect: Choose one target in range, if the target fails their check, they get an Intellect penatly equip to the Potency (Unless doing so would lower the target's Intelligence below 3) for the duration and caster's Intellect will be boosted by the same amount during the duration. The penalty given to the target does not stack with any other temporary Intelligence lowering spells, including other Instances of this spell, only the highest penalty will aply at any given time. The Intelligence bonus given to the castor does not stack with any other temporary Intelligence bonus given by a spell, including other instances of this spell, only the highest bonus will apply at any given time. This spell automatically fails is cast on a target with 3 or less Intelligence. Any effect that cures the Intellect penally on target or removes the Intellect bonus on target will remove the other one as well.
Curse Object (Stick to Holder)
-College: Hex (Imbuement)
-Cost: 6 Mana + 1 Ounce of Spiderwebs
-Range: Short
-Base Duration: 24 Hours
-Bonus Duration per Spell Bonus: 1 Hour
-Resistance: Dexterity (Holder)
-Effect: Choose one object in range, making a Caster Check, if someone grabs the item during the duration they must success a Dexterity check against the caster check or be unable to let go the object for the remainder of the duration.

Inventory
Rod of Hex Potency (Equipped Two-Handed)
-Base Damage: 1~4 (One Handed), 1~6 (Two-Handed)
-Damage Type: Blunt
-Range: Medium
-One-Handed or Two-Handed
-Considered a Mace/Club
-Magical Equip Effect: Increases the Potency Score of all spells of the Hex college by 1.
Black Hat of Hex Accuracy (Equipped on Hand)
-Magical Equip Effect: Increases the accuracy and attack rolls of all spells of the Hex College by 1.
Black Dress of Hex Reserve 3 (Depleated)
-Magical Equip Effect: Grants 3 Extra Mana Reserve to be used exclusively for Hex spells, recovers when Mana is recovered
Durlap bag with supplies including (but not limited to):
-6 ounces of spider webs
-10 days ration
-3 Minor Heal Potions
--Healing 3~8 damage.

Name: Venta
Gender: Female
Species: Human
Size: Medium

HP: 11/15
Mana: 11/14

Languages Spoken: Common
Literacy In: Common

Stats
Strength 5
Fortitude 5
Dexterity 5
Agility 5
Inteligence 7
Perception 5
Willpower 6
Charisma 5

Traits
Faster Learner
-Improves in Skills and Attributes 10% faster.
Wizardry
-Allows casting of Wizardry Spell, casting attribute and mana pool are based on intelligence
Air Expertise
-Grants +1 Spell Bonus to all Air Spells

Skills
Arcane Knowledge +3
Dagger +1

Spells
Wind Missile
-College: Elemental (Air)
-Cost: 4 Mana
-Range: Long
-Base Damage: 1~6
-Effect: Make an attack against one target in range, with the Spell Bonus being treated as the Caster's skill, if the caster hits, the caster does Air Magical damage with a damage bonus based on the casting attribute instead of Strength.
Know Direction
-College: Divination
-Cost: 2 Mana
-Range: Unlimited
-Resist: Willpower (if Creature)
-Effect: Choose a creature or location. If the target is a creature the caster may do this without the target knowing but automatically require a Willpower roll from the target, or cast the spell so that the target knows a Divination spell is being cast of them and maybe choose to not resist. If the target is location, no resistance is necessary. If the spell is successful it will give the caster the most accurate Cardinal or Ordinal direction, along with "Upwards" or "Downwards" the target is 50 feet or more in that direction.
Homing Wind Missile
-College: Elemental (Air)
-Cost: 6 Mana
-Range: Long
-Base Damage: 1~6
-Effect: Pick a target in range, this spell will always hit the target, and inflicts Air Magical damage, with a damage bonus based on casting attribute instead of Strength.
Wind Wave
-College: Elemental (Air)
-Cost: 5 Mana
-Range: Short
-Base Damage: 1~6
-Effect: When cast, an attack roll will be made against all those in range, if successful does Air Magical damage, with a damage bonus based on casting attribute instead of Strength.
Wind Burst
-College: Elemental (Air)
-Cost: 3 Mana
-Range: Short
-Base Damage: 1~8
-Effect: Make an attack against one target in range, with the Spell Bonus being treated as the caster's skill, if the caster hits, the caster does Wind Magical damage with a damage bonus based on the casting attribute instead of Strength.
Haste
-College: Enhancement (Physical)
-Cost: 4 Mana
-Range: Medium
-Base Duration: 1 Minute
-Bonus Duration per Spell Bonus: 6 Seconds
-Effect: Pick a target in range, grants the a bonus to agility equal to Potency. This spell does not stack with any other temporary Agility bonus granted by a Spell, including those other instances of this spell, only the highest bonus will apply at any given time.

Inventory
Wand of Wind Power (Equipped in One Hand)
-Base Damage: 1~3
-Range: Close
-Damage Type: Piercing
-One-Handed
-Magical Equip Effect: Boosts the damage of all Air Damage cast by spells.
Bracelet of Wind Accuracy (Equipped)
-Magical Equip Effect: Grants +1 to all Accuracy and Attack Rolls made with Elemental (Air) Spells
Dress of Wind Reserve 3 (Depleted) (Equipped)
-Magical Equip Effect: Grants 3 Extra Mana Reserve to be used exclusively for Elemental (Air) spells, recovers when Mana is recovered
Dagger
-Base Damage: 1~4
-Accuracy: +1
-Damage Type: Slashing or Piercing
-Reduced Critical Threshold by 1
-One-Handed
Durlap Bag with supplies including (but not limited to):
-10 Days Rations
-2 Minor Heal Potions (1d6+2)
-1 Empty Glass Vial
Last edited by weso12 on Mon Aug 24, 2020 12:10 am, edited 3 times in total.

User avatar
>consult lore on how to acquire spell ranks as a Merchant class

>Also, how do we heal?

Tanegashima wrote:
Fri Aug 14, 2020 2:43 pm
>consult lore on how to acquire spell ranks as a Merchant class
Help (Acquiring Magic):
Magic can be acquired in a several ways:
Wizardry can be acquired by studying tomes that explain how to cast a spell, having someone else teach you how to cast a Spell, or via enough Practice by casting the spell repeatably via charges of a spell on a Scroll, Wand, Staff, Rod or Tome. Upon learning at least one Wizardry Spell, you automatically acquire the Wizardry trait. Wizardry is always based on Intelligence
Faith based Magic is acquired by having a high enough relation with a certain deity, by following the deities commandment and once your relationship is high enough you may pray to the God asking for Faith Magic, if the God deems you worthy, the God shall grant you Faith based Spells it deems appropriate, if you continue being a Faithful servant of your god, you shall acquire more Faith based Spells, if your God does not like your action you might lose Spells, or eventually fall to the point you can no long cast Faith based Spell. Faith based Magic is usually based on Willpower but can be based on Charisma, depending on the whim of the god when you acquire you ability. Occasionally a sufficiently devout worshiper of a god might be granted Faith based spells without asking for them.
Nature based Magic is acquired by similar methods as Faith based Magic, do actions the Spirits of Nature like and eventually pray to the spirits of Nature asking their and they may grant you a Selection of Nature based spell. If you continuing pleasing the Nature Spirits you shall acquire more Spells, stop pleasing them you may lose Nature Spells, or completely fall. Nature based Magic is always based on Willpower. Nature Spirits might also grant Nature spells to followers of Nature even if they do not ask for it
Bardic based Magic can be acquired by learning a Performative routine that is known to have Magical properties, usually such guides to perform such routines are taught by someone else with Bardic Based Magic, other such routines can also be found in books and scrolls. Note that you need a certain level of training in the Performative art in question (such as Singing, Dance, or playing an instrument) before you may learn the Routine. Bardic based magic is always based on Charisma
Note that all types of Magic are considered separate in terms of Mana Pool and Individual spell training.
There are other types of Magic in existence, keep your eye out!
Tanegashima wrote:
Fri Aug 14, 2020 2:43 pm
>Also, how do we heal?
Help (Healing, Inflict Spells and the Undead)

Healing and Inflict (note this is not all damage spells, rather the ones specifically with Inflict in the name) spells, when cast by Faith or Nature based Spell, will have a reserve effect on Undead, Healing Spells, when Faith or Nature based, will Inflicit the same amount of damage to undead, but give them the option to resist, likewise Inflict Spells, when Faith or Nature based, will cure the same amount of damage to undead instead with no need to resist.

Note this is has no effect on Healing or Inflict based spells of other types of Magic, such as Wizardry


The information in on Inflict spells along with that it also applies to Nature based, now made clear in the description of the Undead trait sorry about that

User avatar
>alright Werlin assuming you're still watching us on magic TV or something here's the gameplan

>we learn wizardry and bardness

>get ranks in Summon Elemental and learn a dance

>we teach that dance to whatever elementals we summon

>we steamroll evil with our sick moves

>then we establish a traveling entertainment troupe

>and become incredibly rich and retire as the wealthiest (only) lich merchant unalive

>you cool with that Werlin

Tanegashima wrote:
Fri Aug 14, 2020 3:34 pm
>alright Werlin assuming you're still watching us on magic TV or something here's the gameplan

>we learn wizardry and bardness

>get ranks in Summon Elemental and learn a dance

>we teach that dance to whatever elementals we summon

>we steamroll evil with our sick moves

>then we establish a traveling entertainment troupe

>and become incredibly rich and retire as the wealthiest (only) lich merchant unalive

>you cool with that Werlin
Everyone else in the party looks at you with strange looks, if you had to guess they wondering why are you talking in the middle of combat to seemingly one about weird long term plans.

User avatar
Site Admin
> Ask Therka to scare the fleeing kobolds, but not kill them.

> Shoot the kobolds remaining (that aren't running) in the head, because we're cold (and sometimes stiff, and dry, and kinda dead) badasses.

JamieTheD wrote:
Fri Aug 14, 2020 10:16 pm
> Ask Therka to scare the fleeing kobolds, but not kill them.
You ask Thelka to intimidate the kobolds, while her intimidation effort was not that great, she seemed to do the job well enough as they were running away anyways and seem to running faster
> Shoot the kobolds remaining (that aren't running) in the head, because we're cold (and sometimes stiff, and dry, and kinda dead) badasses.
There is one remaining Kobold living that hasn't run yet but he looks nervous.

While you a spectacular job aiming and firing somehow the Kobold displayed an amazing grace in dodging.

The Kobold now attacks and since the only he can easily strike is Thelka, the Kobold attacks her, Thelka dodges

Thelka attacks the Kobold with her Rod, the Kobold barely dodges.

Venta, seems annoyed and spends 6 mana to cast Homing Wind Missile. Doing 7 damage, the Kobold is defeated

All the Kobolds that were fighting you are defeated and all the other Kobolds have fled, you see the body of four Kobolds lying on the ground and behind is the camp in question which was 4 tents and a fire place in the middle.

What do you do?

>

User avatar
>Time to loot, of course

>Also, how much EXP did we get for this encounter?

Tanegashima wrote:
Sun Aug 16, 2020 2:05 pm
>Time to loot, of course
You loot the place and find the following:

4 Spears for Small Sized creatures
6 Small Sized Tribal Outfits, tattered and too small for any of you to wear
Food that adds up to 5 days rations for an individual

4 stone knifes small sized stone knives likely used for utility
You also find poorly hidden in one of the tents, what was probably a necklace designed for kobold, in the center you see a heart.


Likely though knowledge that Werlin imbue into you, you recognize it as a Health Necklace, a magically imbue necklace that increases the Health of the user, though one designed for small creatures, however you and your colleges should be able to wear it as a bracelet and it works properly.
Tanegashima wrote:
Sun Aug 16, 2020 2:05 pm
>Also, how much EXP did we get for this encounter?
Help: Getting stronger

Experience is gotten by doing!

Skills improved by doing that skill, you learn more failure then you do from success. You can also improve skills by practicing or studying that skill, or by receiving training by someone with more ranks in a skill increase your knowledge. Training someone in a skill does help you improve the skill slightly.

Spells are grant a spell bonus by casting that spell, and you using spells of certain college or sub-college acquire traits that improve spell bonus for spells of a certain college/sub-college. Cast enough spells broadly you might a trait that grants a spell bonus to all spells in a Magic type.

Attributes go up by performing skills related to that attribute but take longer to improve, they can also go up in different ways depending on that attribute:

Strength is gotten by hold onto heavy loads for a long period of time and from every attempt of using a physical attack (including ranged attacks, as long the Max Effective Strength is equal or less then your current strength), usage of skills such as climb and swim will also help. Physical training will also improve this

Fortitude is gotten by receiving damage in combat, success or failing Fortitude resistance rolls. Physical training will also improve this. Every point of Fortitude will also increase your HP by 2.

Dexterity is gotten by using dexterity based skills (such as lock picking) or by making attack rolls in combat. Physical training will also improve this.

Agility is gotten by dodging hits and walking or running long distances. Physical training will also improve this.

Intelligence is gotten by studying intellectual pursuits (including Wizardry) and making rolls based on Intelligence (such as knowledge checks). Every point of Intelligence will also increase your Wizardry Mana by 2.

Willpower is gotten by making rolls to resist with Willpower. Practices such as prayer and mediation will also improve willpower. Every point of Willpower will also increase some Faith based and all Nature based Mana by 2.

Perception is gotten by (at least attempting) making observations and Perception based skills such as Spot and Sense Motive.

Charisma is gotten by socially interacting with people and using social Skills such as Diplomacy, Bluff, and Seduction. Every point of Charisma will also increase some Faith based and all Bardic based Mana by 2.

Those with the Fast Learner trait (such as all humans, even those with templates, such as being (Intelligent) undead or therianthropes) learn faster, and those with the Lesser Fast Learner trait (such as Half-Human creatures even those with templates), also learn faster but not as much. Those with higher Intelligence also learn faster, while those with lower intelligence learn slower.

Note that mindless creatures do not learn.

There as also spells and potions that can increase Skills and Attributes, usually temporarily. Also equipment can boost your skills and attributes, for as long as you equip them.

User avatar
> complain to Werlin that this is too complicated, I want XP and levels

Grumpy Turtle wrote:
Sun Aug 16, 2020 7:47 pm
> complain to Werlin that this is too complicated, I want XP and levels
Optional Mechanic unlocked: Experience and Level

While learning while doing is still existent however a new Element of the world is introduce, Levels

Every time you complete a specific task or defeat a creature combat all members currently in the party (including the leader) gain a certain value of experience

Every 100 XP a member in a party gains, they go up by 1 Level.

Every level grants a party member an additional number of HP equal to your fortitude.

Every level also grants a party member with access to a magic type, an additional half (total is rounded down) their attribute in Mana.

Every level also allows a party member to improve an attribute by 1, however the party member can't raise an attribute to be higher eight, plus your Species and template modifier plus half your level rounded down. (Training can raise it beyond that point though)

Every level also allows grants a party member 3 skills points to be used to raise any skill, a skill point can't be used to raise higher then the party members Level*3. (though training can raise it beyond that poit ). These skills point can also be used to raise a Spell by one rank (assuming the party members has the spell).

Player, Thelka, and Venta retroactively gain 80 XP for defeating the Kobolds and all started at Level 1.

User avatar
>okay cool, now let's turn in that quest and get the reward and rep boost

Tanegashima wrote:
Mon Aug 17, 2020 4:44 pm
>okay cool, now let's turn in that quest and get the reward and rep boost
You head back to the village, and report to the bartender you defeated the Kobolds, show her the clothing and spears. The bartender goes "Okay here is your twenty gold, much appreciate, those Kobolds could have been a real nuance if they lived for much longer".

You receive 20 gold

You see the Bartender remove that request from the board

What do you do now?

User avatar
> Well, we were planning to leave tomorrow to escort that blacksmith. What time is it now? Do we still have time for something else?

Grumpy Turtle wrote:
Mon Aug 17, 2020 7:18 pm
> Well, we were planning to leave tomorrow to escort that blacksmith. What time is it now? Do we still have time for something else?
While you don't have have an exact concept of a time based on your general knowledge of natural pattern positions of the sun you would say it's mid afternoon. That should be enough enough for a minor local quest or to do some training of any kind.

User avatar
>Ask around about those bees, might as well knock that out if we can

Tanegashima wrote:
Mon Aug 17, 2020 8:40 pm
>Ask around about those bees, might as well knock that out if we can
You ask the town about the bees, and townsfolk tell the following:

The bees cause massive long term swelling, which you already knew

These bees will seemingly attack anything on sight.

Someone mentioned traveling the path at night with a torch in on the cart and they seemed to avoid that, however they have no hesitation about attack you after being injured and will not flee.

Despite being a beehive there actual number is quite small only about 6 adults currently, one of who stood back but was bigger then the rest, possible a queen bee.

And that the bee hive is about 5 miles north of town and the hive is adjacent on the road between this town and Secundus (the next closest village) so it's not hard to miss.

User avatar
We're undead, do we swell?

Grumpy Turtle wrote:
Tue Aug 18, 2020 6:52 am
We're undead, do we swell?
From your (probably magically imbued) knowledge of undead, Undead's fluids and vital don't move or really act like a living being, and since swelling a build of up fluids you conclude that undead do not swell.

That being said a sting from a 3 foot giant bee isn't exactly gonna do nothing in terms of damage to an Undead.

User avatar
>search the shops in town for heavyduty beekeeping suits

Tanegashima wrote:
Tue Aug 18, 2020 10:34 pm
>search the shops in town for heavyduty beekeeping suits
You search town for heavy duty beekeeping suit and against all odds find 1. It costs 25 gold.

User avatar
> Well, dang. Ask if they can reserve it for three days.

Grumpy Turtle wrote:
Wed Aug 19, 2020 7:03 am
> Well, dang. Ask if they can reserve it for three days.
The shopkeep says he will do what he say.

User avatar
>Okay, cool, we have 3 days to do that quest and probably also to find someone who can wear the suit and tank bees for us. Now let's find every bard in town and see who has the most useful dance or music to teach us.

Tanegashima wrote:
Wed Aug 19, 2020 4:56 pm
>Okay, cool, we have 3 days to do that quest and probably also to find someone who can wear the suit and tank bees for us. Now let's find every bard in town and see who has the most useful dance or music to teach us.
You found 3 bards in town

Ones a Human man who Dances and specializes in using a Restorative dances to heal himself and his allies for as long as he dances the dance, and he also knows a preventive dance that block poison and disease while he dances the dance.

Ones a Wood Elf woman who use the Harp and specializes in improving the mind of herself and her allies with her songs, using a Song of Competence that boost a specific skill of her choice to herself and her allies while she plays it, she also knows a Song that makes her allies strong of Will.

The third a Half-Elf man who sings and specializes in songs that lower the physical ability of his enemies, using a Song of Slowness that lowers the agility of his opponents for as long as he sings the song and a Song of Clumsiness lowering the Dexterity of his opponents for as long as he sings the song.

User avatar
> Would the healing dance kill us? If we dance it backwards, can the restorative dance poison us for healing?
> In any case, singing rude songs to debuff our enemies sounds like the way to go.

Grumpy Turtle wrote:
Fri Aug 21, 2020 7:19 am
> Would the healing dance kill us? If we dance it backwards, can the restorative dance poison us for healing?
Bardic and Wizardry Healing and Inflict magic do not have the inverse effect on Undead, only Faith and Nature magic Cure and Inflicit spells do. Dances count as bardic magic

From your knowledge dancing, playing, or singing a bardic performance backwards has no effect
> In any case, singing rude songs to debuff our enemies sounds like the way to go.
You approach the Half-Elf man, says his name is Reandro, and tells you that you need have some training in Singing in order the learn his Songs of Sabotage. If you want to learn he's willing to do some training with you so for you to be ready, then teach you his Magical songs.

Will you accept?

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weso12 wrote:
Fri Aug 21, 2020 3:49 pm
Bardic and Wizardry Healing and Inflict magic do not have the inverse effect on Undead, only Faith and Nature magic Cure and Inflicit spells do. Dances count as bardic magic

From your knowledge dancing, playing, or singing a bardic performance backwards has no effect
>What if we do half the dance normal, but then go in reverse halfway? Or start in reverse, but then go proper halfway?
You approach the Half-Elf man, says his name is Reandro, and tells you that you need have some training in Singing in order the learn his Songs of Sabotage. If you want to learn he's willing to do some training with you so for you to be ready, then teach you his Magical songs.

Will you accept?
>Accept, then mentally remind self to teach dance to undead minions afterwards

Greener223224 wrote:
Fri Aug 21, 2020 5:11 pm
>What if we do half the dance normal, but then go in reverse halfway? Or start in reverse, but then go proper halfway?
From what you understand, reserve dancing does nothing the art of hurting others via dance is a separate dance, however it is not that difficult to switch between them.
>Accept, then mentally remind self to teach dance to undead minions afterwards

After about an hour and 15 minutes of training you feel got the basics

Your Singing Skill Improved by +1

After about another hour and 45 minutes of training you got a somewhat more advance level of training

"You're ready" Reandro says

After about 3 hours of teaching you, you have now learned the Bardic Song of Clumsiness. (Cost: 2 Mana per round, lower the Dexterity of All Opponent who can hear your song for as long as you Sing, no resistance roll is made. If you desire more information, see Spell List)

You acquired the trait: Bardic Magic

You now have a Mana (Bardic) stat of 21.

It is now pitch black outside.

"It's getting late" Reandro says, "I should do bed, I can teach you the other song in the morning if you so desire."

You remember that you promised to Bodyguard the blacksmith and his daughters tomorrow

What do you do?
>

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> Do the bodyguard quest, we'll have to come back here for our bee-keeping suit anyway.

Grumpy Turtle wrote:
Sat Aug 22, 2020 6:31 am
> Do the bodyguard quest, we'll have to come back here for our bee-keeping suit anyway.
The next day after a rest you got into leading the family in their horse-drawn wagon carrying supplies down the trail

About 25 miles on the way of the trail the group get attacked by 2 dinosaur like creatures, in fact your fairly sure they are dinosaur, long-clawed, carnivorous, bipedal, and in credibly long narrow tail, they are around 3 feet tail from their head to their feet but from their head to their tail . You want to call this thing a velociraptor but you know that isn't the correct term here, though you don't know the correct term for these creatures.

The 4 adults stand in front lines, the blacksmith offers to fight with you despite you saying it's not necessary, the older daughter (who appears around 7), holds her toddler daughter in the back of the wagon.

Thelka casts Weaken on one of the dinosaurs, she seems to have really successful in Weakening the dinosaur, the Dinosaur's strength is reduced by 4, it looks really scrawny.

The weakened dinosaur Attacks Helka, she barely dodges.

The non-weaken dinosaur attacks you, it hits and does 3 damage to you.

What do you do?
>

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