Magic, lairs, and secret tunnels
Dark Ness
Rises Where Silence Dies
- Location
- The Primordial Soup
You wake up this morning tired, so you sleep in a bit. Luckily, you still make in time for breakfest, which is stew, again. Honestly, if you had missed breakfest and eaten lunch, it would have been exactly the same. You are actually starting to miss the meat you ate in forest, at least it was varied and tasted delicious. After eating, you head to the bookstore again to get some books on history and a dictionary. Unfortunately, theu were lacking in history books, it seems that there isn't enough demand for them to order them ahead of time, which takes weeks, and no traders have been by recently offering them. They do have a dictionary, so you get that at least. Bonus to reading Anatomy books
You put the dictionary in your pack and head back to the hotel. The pack also helps show you how much strength you gained, before your trip through the forest you wouldn't have been able to lift it, let alone carry it without strain like you do now. After looking through the dictionary for a while, you then look for somewhere private for you to practice magic in and other things. After searching for a while, you find a good place. A stone, squat, single floor, abandoned home, in the less prosperous part of the city, among the confusing and cramped streets, the only entrance is in a small alley with only a few other entrances nearby. The lock on the door is broken, and you enter the building. It seems to be a single room home and is sparcely furnished, with only a cheep table, a few crude chairs, a bed roll, and a ratty blue rug on the floor. Judging by the level of dust, no one has been here in years.
You start to walk across the room, over the rug, but you stop midway. Something feels off, so you stomp your foot down. It doesn't feel like the rest of the floor, so you peel back the carpet to reveal a wooden trap door. You open it up, and find a lador which you go down. There is no light down there, so you cast a fireball to help you see. It is a small room, also filled with dust, with a rich bed and a beautiful handcarved desk. There is a crumbling wall on the right, with chunks of stone lying around it, some had even fallen on the bed. Lying on the desk are two sheets of paper and a bag. You look at the paper, and realize that they are spells! The first one is a simple spell called
sectione ventus, and makes a short to medium range slash of cutting wind. The second spell, well, that one is surprising. Vocatus germinet terra oriuntur, atque voluntatem in potestate habeam, luto cum sit virtus lapidem, id quod volo facere. Terra ligare spiritum fragmentum huic plano mana alat terram dicimus enim et risus.
It is a spell to summon an earth elemental. Elemental summoning spells are rare, and tend to be very valuable. Unlike some other summoned beings, elemental almost never disobey their summoner and tend to be immune to most conventual weapons, after all, how do you kill the wind with an ordinary sword? While it won't be enough to kill the hero, an elemental can defeat most ordinary opponents that don't use magic or have enchanted gear. The only downside to elementals are the prohibitively large energy cost. In fact, you may not have enough mana to even summon it in the first place. It takes quite a bit to even summon them in the first place, and then you need to continue to provide it so they can maintain their form. If they are in battle, and need to be to be reformed, it costs even more. This is the main way that elementals are defeated by conventual weapons, not by destroying the elemental itself, but by making the magic user unable or unwilling to continue to maintain the elemental any longer. Earth elementals are one of the most common types of elementals, but they are still worth quite a bit.
The only way to get out of the large mana cost is to use some sort of catalyst to provide the mana for you. This can drain whatever you are using if it can't "recharge" itself, however. After looking at the spells, you check out the bag. It has a whole 7 gold in it, along with one sliver. You can't believe your good luck. Although, where is the previous owner of this place? You can't imagine leaving this much money and valuable spells behind, so who ever used to live here likely left unexpectedly. Regardless, you did want to train your magic, and you can do that by cleaning this place up a bit.
You start picking up the chunks of rock, which is very exhausting. They are a lot heavier then pebbles after all, and more difficult to control as well. You start to fit one of the chunks back into the wall, however, your control slipped because instead of fitting the chunk into the wall, you accidentally swung it into the wall. The rift section of the wall breaks off and makes a loud crash. This reveals a passageway behind the wall, but you aren't really concerned with that. This is because you heard someone running away after the crash.
You scurry up the lader and run out the door, but whoever it was is are already gone by the time you get there. Uneasy, you head back down nonetheless. You gather up the money and spells, and head down the passageway, but you reach a fork after a while, and then come back. It is getting late and you are hungry, so you go back to the inn. You grab some stew, fill your belly, and go to your room to read the dictionary for a little bit. You then go to sleep, still a bit worried about the place you found.
Major Actions: Choose One
[] Buy some books and educate yourself. You may not have gone to school, but that doesn't mean you can't learn.
-[] Write in topics. You can pick as many as you want, but if you choose too many, you will get less of a benefit. It will also cost more. Some topics are unavailable.
[] Buy some magic books and learn more spells, or maybe even something else. Then, take some time to practice what you learned.
-[] Write in topics. You can pick up to two, which will also cost more. Some topics are unavailable.
[] Take the time to make the fenric wolf pelt into leather armour. This will require you obtaining tools and a place to do so, so there may be a cost. (Can not be take if you choose to sell the pelt as is)
[] Take some more sword lessons, and improve your melee abilities. You aren't exactly a master, after all.
[] Head into the forest. (ONLY one encounter).
[] Explore the tunnels you found in that abandoned building, there might be something interesting there. (Explore more with the Major action)
-[] Go left
-[] Go right
[] Write In
Minor Actions: Choose Two
[] Buy a book and educate yourself. You may not have gone to school, but that doesn't mean you can't learn.
-[] Write in topic. You can pick only one.
[] Examine the book you got in the temple, hopefully you will learn something from it.
[] Explore the tunnels you found in that abandoned building, there might be something interesting there.
-[] Go left
-[] Go right
[] Sell Items (Can choose as many as you want)
-[] Sell the Wolf Pelt as is
-[] Sell the Unicorn Horn
-[] Sell the Shoddy Chainmail
-[] Sell the Leather Vest
-[] Imp summoning spell instructions.
--[] How do you explain how you got it?
--[] Or, maybe you would rather sell to a unscrupulous merchant?
[] Train your base magical ability, which mainly involves lifting pebbles. But, you can lift more then one now, isn't that great?
[] Clean up the hideout, hopefully you won't knock anything over this time.
-[] The mundane way
-[] The magical way
[] Maybe you could ask around the less prosperous part of the city about whoever ran away. Of course, you might also tip them of or draw suspicion on to yourself.
[] Practice your aim. When you were fighting, you would often miss what you were aiming at, maybe you should work to fix that?
[] Practice your speed. Yes, it reduces your accuracy, but the faster you fire your spells, the more you can cast. Since you can cast only the ice bolt and fireball spell, you will be practicing with both of them.
[] Practice the summoning spell in your room. Comes with the risk of discovery and/or getting kicked out.
[] Buy something. It might use up part of your finances, but sometimes you need a something.
-[] Supplies
-[] Write in
[] Write in
You put the dictionary in your pack and head back to the hotel. The pack also helps show you how much strength you gained, before your trip through the forest you wouldn't have been able to lift it, let alone carry it without strain like you do now. After looking through the dictionary for a while, you then look for somewhere private for you to practice magic in and other things. After searching for a while, you find a good place. A stone, squat, single floor, abandoned home, in the less prosperous part of the city, among the confusing and cramped streets, the only entrance is in a small alley with only a few other entrances nearby. The lock on the door is broken, and you enter the building. It seems to be a single room home and is sparcely furnished, with only a cheep table, a few crude chairs, a bed roll, and a ratty blue rug on the floor. Judging by the level of dust, no one has been here in years.
You start to walk across the room, over the rug, but you stop midway. Something feels off, so you stomp your foot down. It doesn't feel like the rest of the floor, so you peel back the carpet to reveal a wooden trap door. You open it up, and find a lador which you go down. There is no light down there, so you cast a fireball to help you see. It is a small room, also filled with dust, with a rich bed and a beautiful handcarved desk. There is a crumbling wall on the right, with chunks of stone lying around it, some had even fallen on the bed. Lying on the desk are two sheets of paper and a bag. You look at the paper, and realize that they are spells! The first one is a simple spell called
sectione ventus, and makes a short to medium range slash of cutting wind. The second spell, well, that one is surprising. Vocatus germinet terra oriuntur, atque voluntatem in potestate habeam, luto cum sit virtus lapidem, id quod volo facere. Terra ligare spiritum fragmentum huic plano mana alat terram dicimus enim et risus.
It is a spell to summon an earth elemental. Elemental summoning spells are rare, and tend to be very valuable. Unlike some other summoned beings, elemental almost never disobey their summoner and tend to be immune to most conventual weapons, after all, how do you kill the wind with an ordinary sword? While it won't be enough to kill the hero, an elemental can defeat most ordinary opponents that don't use magic or have enchanted gear. The only downside to elementals are the prohibitively large energy cost. In fact, you may not have enough mana to even summon it in the first place. It takes quite a bit to even summon them in the first place, and then you need to continue to provide it so they can maintain their form. If they are in battle, and need to be to be reformed, it costs even more. This is the main way that elementals are defeated by conventual weapons, not by destroying the elemental itself, but by making the magic user unable or unwilling to continue to maintain the elemental any longer. Earth elementals are one of the most common types of elementals, but they are still worth quite a bit.
The only way to get out of the large mana cost is to use some sort of catalyst to provide the mana for you. This can drain whatever you are using if it can't "recharge" itself, however. After looking at the spells, you check out the bag. It has a whole 7 gold in it, along with one sliver. You can't believe your good luck. Although, where is the previous owner of this place? You can't imagine leaving this much money and valuable spells behind, so who ever used to live here likely left unexpectedly. Regardless, you did want to train your magic, and you can do that by cleaning this place up a bit.
You start picking up the chunks of rock, which is very exhausting. They are a lot heavier then pebbles after all, and more difficult to control as well. You start to fit one of the chunks back into the wall, however, your control slipped because instead of fitting the chunk into the wall, you accidentally swung it into the wall. The rift section of the wall breaks off and makes a loud crash. This reveals a passageway behind the wall, but you aren't really concerned with that. This is because you heard someone running away after the crash.
You scurry up the lader and run out the door, but whoever it was is are already gone by the time you get there. Uneasy, you head back down nonetheless. You gather up the money and spells, and head down the passageway, but you reach a fork after a while, and then come back. It is getting late and you are hungry, so you go back to the inn. You grab some stew, fill your belly, and go to your room to read the dictionary for a little bit. You then go to sleep, still a bit worried about the place you found.
Major Actions: Choose One
[] Buy some books and educate yourself. You may not have gone to school, but that doesn't mean you can't learn.
-[] Write in topics. You can pick as many as you want, but if you choose too many, you will get less of a benefit. It will also cost more. Some topics are unavailable.
[] Buy some magic books and learn more spells, or maybe even something else. Then, take some time to practice what you learned.
-[] Write in topics. You can pick up to two, which will also cost more. Some topics are unavailable.
[] Take the time to make the fenric wolf pelt into leather armour. This will require you obtaining tools and a place to do so, so there may be a cost. (Can not be take if you choose to sell the pelt as is)
[] Take some more sword lessons, and improve your melee abilities. You aren't exactly a master, after all.
[] Head into the forest. (ONLY one encounter).
[] Explore the tunnels you found in that abandoned building, there might be something interesting there. (Explore more with the Major action)
-[] Go left
-[] Go right
[] Write In
Minor Actions: Choose Two
[] Buy a book and educate yourself. You may not have gone to school, but that doesn't mean you can't learn.
-[] Write in topic. You can pick only one.
[] Examine the book you got in the temple, hopefully you will learn something from it.
[] Explore the tunnels you found in that abandoned building, there might be something interesting there.
-[] Go left
-[] Go right
[] Sell Items (Can choose as many as you want)
-[] Sell the Wolf Pelt as is
-[] Sell the Unicorn Horn
-[] Sell the Shoddy Chainmail
-[] Sell the Leather Vest
-[] Imp summoning spell instructions.
--[] How do you explain how you got it?
--[] Or, maybe you would rather sell to a unscrupulous merchant?
[] Train your base magical ability, which mainly involves lifting pebbles. But, you can lift more then one now, isn't that great?
[] Clean up the hideout, hopefully you won't knock anything over this time.
-[] The mundane way
-[] The magical way
[] Maybe you could ask around the less prosperous part of the city about whoever ran away. Of course, you might also tip them of or draw suspicion on to yourself.
[] Practice your aim. When you were fighting, you would often miss what you were aiming at, maybe you should work to fix that?
[] Practice your speed. Yes, it reduces your accuracy, but the faster you fire your spells, the more you can cast. Since you can cast only the ice bolt and fireball spell, you will be practicing with both of them.
[] Practice the summoning spell in your room. Comes with the risk of discovery and/or getting kicked out.
[] Buy something. It might use up part of your finances, but sometimes you need a something.
-[] Supplies
-[] Write in
[] Write in