A Villain In A World Of Heroes

It's not what the option is offering. It's just making sure both forms of the summoning are tested, not both forms at the same time.
It is not specified whether it is both at once, or one after the other. If we roll low (and knowing our luck, I wouldn't bet against it) Cedra could get the brilliant idea to summon both at the same time. We have no idea how that will affect the drain (whether it is cumulative, or whether each addition multiplies the drain) or whether or not the normal imp or the angelic imp will cause some sort of magical bullshit that knocks us out and kills us.

Considering that it would be trying to squeeze two summonings into the same minor action slot, I believe the simultaneous summoning is more likely to occur than if you did summoning each as separate minor actions.

That said, it is easy to ask. @Dark Ness If we choose summoning both, is it both at once, or one after the other?

Because they can be dismissed? Unless I completely misunderstood, summoning is not a permanent thing.
We don't know.
It probably isn't a good idea to summon up a creature while running on fumes, you would probably knock yourself unconscious, and may leave whatever you summoned to run around. And considering that some summons drain their summoner energy to sustain themselves, you may even die, unable to dismiss your summon. Or you could be wrong, and it will just be automatically dismissed of you fall unconscious, you aren't exactly the most knowledgeable about summoning. Regardless, best not to risk it.

That is the reason I asked about books on magical theory earlier.
 
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[X] 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.
-[X] As a fluffy cloak, for concealment. Anything going through the cloak will probably go through regular armor just as well, and it's much less conspicuous.

[X] Examine the book you got in the temple, hopefully you will learn something more from it.

[X] Practice the summoning spell in your hideout. Comes with a lessened risk of discovery.
-[X] Both forms
 
So, I probably should have announced this earlier, but all my quests are on indefinite hiatus, due to a combination of things. I have been focusing on other things, along with some RL stuff, and I have been suffering from a dual lack of motivation and inspiration for quite a while now. I have sort of been forcing myself to write the most recent updates, and this has been an ongoing problem for a long time.

There are also a few issues with this quest specifically, and I don't know how to fix all of them. The first is a lack of direction. You seem to have been floundering for quite a while, and the story simply isn't going anywhere. The second is the rolling system. I like how the set up for combat is, it keeps things simple, easy, and seems to work well for the most part. However, the system fot general actions, as you have seen recently, has not been working out too well, and I am not sure what to replace it with. The third issue, and the one I am most ashamed of, is I simply don't feel like my writing skills are up to par. I don't feel like I have been doing the character justice, and things just haven't turned out like I envisioned they would. I hope to restart this quest some day, but I don't know when that day will be.
 
Real life issues are totally understandable, if you can't find the time you can't find the time.

In regards to lack of direction, we have a very long term goal which is not achievable at our current level. So what we need is to level grind because this is a gamey world. To avoid floundering aimlessly we need various short and medium term quests to go on. legendary artifacts to go after, major NPCs to try and recruit, middling disasters threatening the local community to put out, etc. basically plot leads for various mini arcs while we go from level 1 to level stands a chance. Can take inspiration from various modules for various TTRPGs out there

In regards to the system. find quests that you think do it better and steal their system

in regards to lacking writing skills. practice makes perfect, accept this quest as a learning experience, keep at it while getting better. then when you are sufficiently improved, make a new quest or a reboot (even if it means axing this quest to do so).

Of course with the IRL issues the other 3 things don't matter, but if you do get IRL things sorted out, please take into account what I said.
 
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Fair enough, not much you can do about that.
In reverse order my I offer these solutions:
  • Write more not less. Although it doesn't need to be here or even this quest, while you might not be happy with it but practice makes perfect.
  • Seperate the systems or assume that all general actions suceed unless there is a realistic chance they could fail and that dice fails just mean they take longer.
  • Regarding the direction of the thread, I pointed this out a while ago that the city was becoming new grinding forest. I'd recommend either forcing the quest to move or having the players try and create a master plan to follow.
  • Finally the solution to RL issues is simple, become a hermit. Try and find a cave with a good wifi signal though.
 
Main problem is that our longterm goal is to become more powerful than what amounts to a minor god protected by fate, so we need to attain in multiple ways even more power to overcome them, by grinding, items, buffs and companions. Having dice rolls that cause general actions to fail meant that we had to do things multiple times to fix the damage done and then attempt to complete them, just have it take an extra turn if nat 1 pops up with nat 20 meaning things go really well or we get something extra. It will take ages to grind to a level high enough to overcome those protected by fate, who could fight Godzilla and win 99 times out of 100 so every little bonus helps reduce that. Including 'Quests' would help as well, giving the players minor goals to go for to help progress slowly to the 'Mount Doom' of defeating the Hero.

The Hero would be Highprofile, so even if we lost the current lead it would be easy to find him, for example.

Maybe some Townsperson in another city would be willing to spread minor dissent about the hero if we found 'the X of y', or 20 bear asses, or 20 pieces of gold would help a cadre of Anarchists, etc.
 
Okay, I think I am ready to restart this. I can't promise regular updates, things are quite a bit busier for me now, but I will try to update at least once a week.

So, first thing, system reform. While not everything will be, several actions are now going to be on a something like a fall forward system. For example, a crit fail on cleaning just means you don't get anything done. On another note, can someone recommend a good dice roller, where you can add modifiers, that doesn't go down all the time like invisible castle? (Not rollz.org, please). The combat system will remain the same, I am happy with it, I have used it in some of my other quests, and it seems to work fine. (But, if you do have criticism of it, please tell me).

Secondly, options. We are going to forget the daily system for now, and instead we are going to be doing "packages." Packages are a group of options that have synergy with each other, and maybe a misc option for whatever is left. For example, the Spell Improvement package would be you improving your aim, casting time, capabilities and stuff. Feel free to suggest your packages, in fact, I encourage you to do so.

After that, you will decide your "path" or next objective. At the moment, the only ones I have are heading to the big(ger) city and either becoming a bounty/monster hunter or apprenticing to a mage. I would appreciate it if you would tell me if there is something else you would like to do next.

Options will likely be up sometime tomorrow, I am busy tonight. (I have actually been writing this post on and off during work).
 
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Okay, I think I am ready to restart this. I can't promise regular updates, things are quite a bit busier for me now, but I will try to update at least once a week.

So, first thing, system reform. While not everything will be, several actions are now going to be on a something like a fall forward system. For example, a crit fail on cleaning just means you don't get anything done. On another note, can someone recommend a good dice roller, where you can add modifiers, that doesn't go down all the time like invisible castle? (Not rollz.org, please). The combat system will remain the same, I am happy with it, I have used it in some of my other quests, and it seems to work fine. (But, if you do have criticism of it, please tell me).

Secondly, options. We are going to forget the daily system for now, and instead we are going to be doing "packages." Packages are a group of options that have synergy with each other, and maybe a misc option for whatever is left. For example, the Spell Improvement package would be you improving your aim, casting time, capabilities and stuff. Feel free to suggest your packages, in fact, I encourage you to do so.

After that, you will decide your "path" or next objective. At the moment, the only ones I have are heading to the big(ger) city and either becoming a bounty/monster younger or apprenticing to a mage. I would appreciate it if you would tell me if there is something else you would like to do next.

Options will likely be up sometime tomorrow, I am busy tonight. (I have actually been writing this post on and off during work).
'bounty/monster younger'
is that supposed to be
'bounty/monster Hunter'?
 
It Lives!

Finally, this quest is back. I'd recommend something: Side goals we can accomplish, like rumors of a strong artifact hidden somewhere, spellbook we can steal, crime organization we can destroy/take over, etc.

Dice 1 Dice 2
 
Right, let's get started

Options


Packages: Pick 4. You may pick an option more then once. If you do so, mark it with an x2, 3, or 4.
[X] Random Option
[X] Random Option x2
[X] Random Option x3
[X] Other Random Option

[] Educate yourself in both mundane and magical knowledge. You may pick 3 mundane options and two magical ones.
Mundane
-[]
-[]
-[]
Magical
-[]
-[]

[] Spell Investigation (you can only pick this option once). You are going to test every spell that you have learned so far, including the summoning spells, except maybe the golem spell.
-[] Summon the golem
-[] Don't summon the golem

[] Buy, Sell, and what about that pelt? (you can only pick this option once) Make a list of what you want to buy and sell, under [] Finance Plan X. What to do with the wolf pelt will be counted separately from the fiance plan. Don't worry, you will buy supplies even if this option doesn't win.
What to buy?

What to sell?

What to do about the wolf pelt?
-[] Make into a cloak
-[] Make into leather armour
-[] Leave as is

[] Git Strong, Scrub. Okay, you are already pretty strong, but you don't know how to leverage that strength in combat. Practice your sword skills, and get used to your new physical capabilities.

[] Learn to Cast. You will work on your ability to cast spells both faster and more accurately, and (hopefully) conquer another pebble. Maybe you can even sneak another peek at the book, if you have time?

[] Tunnel Time! Before you go, finish exploring those tunnels for da loots to satisfy your enlighted curiosity.

OCC: Okay, here is how thing are going to work. Options will be counted before suboptions, and they will be counted individually. Now, in the case of buying, selling, and pelting, if the winning finance plan calls for you to sell it, and the winning suboption is to, let's say turn it into a cloak, then you will sell it as a cloak. In the case of investigating the golem, there is a chance that you will exhausted yourself and pass out. If you succeed, then you will be able to repeat that feat
in the future, and work towards being able to maintain it long enough for it to be useful. If you fail, you may pass out and are unable to finish investigating the spells and/or do worse/not complete another option. Also, summoning theory and such calls under mundane for the educate option. Just so no one says I didn't warn them, educating yourself will still cost money, just like normal.

Next Objective:
[] Heat to Taras and become a bounty hunter

This is sort of like the forrest arc, but instead of wandering around randomly, you will be looking for one specfic fight. There will likely be "side quests" but beware, if you spend too much time on them, someone may steal your bounty from you. Once you finish with a bounty, you will then have some downtime, maybe a few days, to do stuff, before heading out again. This keeps more with the "do whatever" freeform style we have now.
[] Head to Taras and apprentice to a mage

This will be more structured, although how much so will depend on who you pick. You will have less free time, but in exchange, you will be consistently working towards a goal and won't be just flundering around trying to learn magic like you have been, as well as having a master that will provide a hefty bonus to training. This is much less of a "randomly grind random things" and I may make turns longer, maybe weekly instead of daily.

OCC: You may write in for both options, and, of course, I reserve the right to veto. However, for the next objective vote, I need to approve it first.


Feel free to ask as many questions as you like. I am going to work in a few hours, but I will try to respond as quick as possible.



 
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[X] Base Plan: Travel supplies + Bow
[X] Buy, Sell, and what about that pelt?
-[X] Buy:
--[X] A map
--[X] Supplies for the trip
--[X] Bow & Arrows
--[X] Quiver for arrows
--[X] If we have enough after everything else, purchase:
--[X] A horse
--[X] Saddle and Saddlebags
-[X] Sell:
--[X] Leather Vest
-[X] Wolf Pelt:
--[X] Make into a cloak

[X] Plan: Survival Education
[X] Plan: Travel supplies + Bow
[X] Git Strong, Scrub.
[X] Tunnel Time!

So, explanation: I'm spending actions on learning survival and tracking, because if we want to be bounty hunters, we'll need those. Hunting obviously to get more magical animals.

Magic creatures is useful because we might get to know more about Imps, or we may learn more about forest animals that have useful abilities.

Ice magic, because CM and Frost OP. Seriously, look up Warframe Frost Ultimate. Freeze and shatter everything around you. If we could learn that (Obviously not now, but when we get good enough) then we could take out basically anyone. Other than that, what would you do if it's suddenly absolute zero around you, with ice shards flying at you from every direction?

Teleport and anti-magic are a shot in the dark, I just hope they exist because they would be useful. Noped these, will try in Big City.

Buy/Sell/Wolf:
-Bow: Mundane ranged option
-Horse: Travel
-Map: So we are less likely to get lost.
-Vest: we sell either this or the chainmail. decieded on this one.
-Cloak: Come on, it's a cloak made of magic wolf leather. Who wouldn't want that?

I want to finish exploring the tunnels before we leave.

And finally: Bounty Hunting.
Why? Because it won't tie us down, we won't depend on someone else, we get money and loot. Do you need more?

Nope, we can not vote this until we arrive in the next town.

My phone usually breaks formatting, so tell me if it's wrong somewhere and I'll fix it. I'd also like some comments about what would people change in this plan, or what the GM has to say about learning/buying stuff.

I don't know how to spoiler on phone so I hopefully did it correctly.

Edit: Changed a few things.

Edit2: Changed a lot more things.

Edit3: Even more things edited, plan formatting by @Kinematics
 
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What to do about the wolf pelt?
-[x] Make into a cloak

What to do with the wolf pelt will be counted separately.
Could you make this more clear? (Is this something that needs a vote? Or is this something we get as an extra, since she is an apprentice leather worker. )
A cloak may sell for more and be used by ourselves if we apprentice with a mage. (Leather from cows might be 'cheaper' later on if we want to make leather armor. The opportunity to get a wolf pelt might not be in the cards later. )


[x] Head to Taras and apprentice to a mage

More structured, faster magic progress sounds fine to me. The bounty hunter thing can always come later on, after the magic skills are at least apprentice level. Are there apprentice journeyman mages in the setting?
I'm assuming her magic skills are equivalent to a beginner mage (besides the stuff she can due to eating animals) , is this correct?


[x] Tunnel Time! x2

[x] Spell Investigation
-[x] While testing note which spells might cause us 'legal' or other problems.

What do we have to sell, besides what's in the inventory? (Are there odds and ends that we don't need that we can sell? )
Money: 20 gold coins and 6 silvers
Inventory:
Fenric Wolf Pelt
Unicorn Horn
Shoddy Chainmail
Leather Vest
THE SPELLBOOK
Too Complicated Anotomy Books
What are the stuff that we can buy? How is the market like?
For example what would be the price to buy enough leather for armor?
What would be the price that leather armor would be sold at?
(What would be the leather working sub options limit, if we want to do it a couple of times? :) )

If we apprentice to a mage, will that mage require an apprentice price, e.g. money that gets payed to the mage to take you as an apprentice?
(Now this might differ per mage, and could also be service related instead of money. )
Currently we have a base, a place to sleep, that does not require rent or other upkeep. That may not be the case later on.

-- edit added trade vote.

[X] Buy, Sell, and what about that pelt?
-[X] Finance Plan G
Buy:
A good quality sword
A good knife. (For close distance work, we have magic for long distance. And the sword is for medium distance)

A horse
Supplies for horse, including feed. (If there is a horse we can buy, otherwise no horse supplies)
Food and other sundry supplies, like a tent, bed roll etc.
A map
Leather for armor x2
Make:
Leather Armor from leather x2
Sell:
Shoddy Chainmail
Leather armor x1
-[X] Make into a cloak
 
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[X] Educate yourself in both mundane and magical knowledge. You may pick 3 mundane options and two magical ones. x3
Mundane
-[X] Tracking
-[X] More Swordfighting
-[X] More Archery
Magical
-[X] Teleportation
-[X] Magic-Cancelling

This should be x2, not x3. Also, you get more sword fighting skill from the Git Strong, then you would from reading it in a book. Learning under a trainer is usually (almost always) better then reading a book about something.

[X] What to buy?
-[X] More magic books
-[X] A good quality sword
-[X] Bow & arrows
-[X] A horse
-[X] A map
[X]What to sell?
-[X] Shoddy Chainmail
-[X] Too Complicated Anotomy Books
What to do about the wolf pelt?
-[X] Make into a cloak
This isn't the correct format. The correct format would look like this:

[X] Buy, Sell, and what about that pelt?
-[X] Finance Plan BBB
Buy:
A good quality sword
Bow & arrows
A horse
A map
Sell:
Shoddy Chainmail
Too Complicated Anotomy Books
-[X] Make into a cloak

Magic books fall under educate, not buy.

Could you make this more clear? (Is this something that needs a vote? Or is this something we get as an extra, since she is an apprentice leather worker. )
A cloak may sell for more and be used by ourselves if we apprentice with a mage. (Leather from cows might be 'cheaper' later on if we want to make leather armor. The opportunity to get a wolf pelt might not be in the cards later. )
Sorry, I meant that it is counted seprately from the Fiance plan. It isn't a "free" action.

What are the stuff that we can buy? How is the market like?
Bows, a charm maybe (no garrentes how good it is), a map, etc.
For example what would be the price to buy enough leather for armor?

A sliver or two.
What would be the price that leather armor would be sold at?
About 1-3 gold, depending on the quality.
If we apprentice to a mage, will that mage require an apprentice price, e.g. money that gets payed to the mage to take you as an apprentice?
Yes, but once they agree to take you on, they will pay your room and board.
Are there apprentice journeyman mages in the setting?
Apprentice Journeyman? No, once you are a journeyman, you are no longer an apprentice. They are mutually exclusive. Now, are there apprentices at journeyman level? Yes.

 
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This should be x2, not x3. Also, you get more sword fighting skill from the Git Strong, then you would from reading it in a book. Learning under a trainer is usually (almost always) better then reading a book about something.


This isn't the correct format. The correct format would look like this:

[X] Buy, Sell, and what about that pelt?
-[X] Finance Plan BBB
Buy:
A good quality sword
Bow & arrows
A horse
A map
Sell:
Shoddy Chainmail
Too Complicated Anotomy Books
-[X] Make into a cloak

Magic books fall under educate, not buy.


Is it better now?
 
-[X] Current groups in power
You aren't going to find this in a book
-[X] Price of stuff (basically learning how much some stuff worth, so we don't get 5 gold for a 50 gold pelt or something.)
You already know this IC. Don't worry, you know how to haggle.

The reset is fine.

On another note, can any of you recommend any other dice rollers? The first two don't work well for me, and the last doesn't work on mobile at all.
 
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Sell:
Shoddy Chainmail
Too Complicated Anotomy Books
I like your plan (or at least, I don't have many issues with it). That said, I do have an issue here. The Chainmail I can understand getting rid of. If you are turning the pelt into a cloak then we should be keeping the chainmail so that we have decent armour on our travels/missions. A scavenged leather vest isn't ideal armour, and the chainmail is better.

Why would you get rid of the Anatomy Books? They are above our level, yes, but we have the needed books (read: dictionary) to use them still, and they won't always be too complicated.

What benefit is there in making the pelt into a cloak, rather than armour? Despite RPG mechanics, a cloak is not armour, and they are made very differently. Aside from looking nice, there is little reason to actually make it a cloak.

-------------
[] Educate yourself in both mundane and magical knowledge. You may pick 3 mundane options and two magical ones.
Mundane
-[] Tracking
-[] Wilderness Survival
-[] Hunting
Magical
-[] Magical Creatures
-[] Ice magic

[] Git Strong, Scrub. Okay, you are already pretty strong, but you don't know how to leverage that strength in combat. Practice your sword skills, and get used to your new physical capabilities.


[] Buy, Sell, and what about that pelt?
-[] Finance Plan Ark
Buy:
Short Bow & Arrows
Quiver for Arrows
A map
Supplies for the trip
If we have enough after everything else, purchase:
A mule
Saddlebags
Sell:
Shoddy Chainmail
Leather Vest
-[] Make into leather armour

[] Tunnel Time! Before you go, finish exploring those tunnels for da loots to satisfy your enlighted curiosity.

[] Heat to Taras and become a bounty hunter

reasoning:
Tracking, Hunting, and Wilderness survival synergize. I might have added something about first aid, but Cedra likely won't need that in the near future.
Ice Magic, because it is our current specialty, and a Primer on Magical Creatures would be nice, since we have primers on non-magical creatures(Anatomy books).

Git Gud Scrub, because we can't always rely on magic to save us. We need to actually be able to fight in the event our magic is unusable or not-ideal for the situation.

For purchases, I'm tossing the chainshirt and making Leather Armour out of the Pelt. My reasoning for that is such: Practicality. Armour is significantly more useful than a cloak for the Bounty Hunter job. Leather armour made from a Magic-eating Wolf pelt may have a special quality as well.
We already have a Short Sword, and we barely know how to use it, getting a new sword now is pointless.
A Bow is really complicated to get right. A Crossbow by comparison is really easy.
A quiver to hold all the bolts for the crossbow.
a Horse and saddlebags to carry our stuff (this might be more expensive than we can afford, but we will see.)
A map of the local area so we have an easier time getting around.
Supplies are obvious (and hopefully include a bedroll and blanket automatic)

Bounty Hunter because I don't like being beholden to a teacher right now.
edit:
[] Plan: Survival Education
[] Plan: Travel Purchases
[] Git Strong, Scrub.
[] Tunnel Time!
 
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I like your plan (or at least, I don't have many issues with it). That said, I do have an issue here. The Chainmail I can understand getting rid of. If you are turning the pelt into a cloak then we should be keeping the chainmail so that we have decent armour on our travels/missions. A scavenged leather vest isn't ideal armour, and the chainmail is better.

Why would you get rid of the Anatomy Books? They are above our level, yes, but we have the needed books (read: dictionary) to use them still, and they won't always be too complicated.

What benefit is there in making the pelt into a cloak, rather than armour? Despite RPG mechanics, a cloak is not armour, and they are made very differently. Aside from looking nice, there is little reason to actually make it a cloak.

-------------
[X] Educate yourself in both mundane and magical knowledge. You may pick 3 mundane options and two magical ones.
Mundane
-[X] Tracking
-[X] Wilderness Survival
-[X] Hunting
Magical
-[X] Magical Creatures
-[X] Ice magic

[X] Git Strong, Scrub. Okay, you are already pretty strong, but you don't know how to leverage that strength in combat. Practice your sword skills, and get used to your new physical capabilities.


[X] Buy, Sell, and what about that pelt?
-[X] Finance Plan Ark
Buy:
Crossbow & bolts
Quiver for Bolts
A horse
Saddle and Saddlebags
A map
Supplies for the trip
Sell:
Shoddy Chainmail
Leather Vest
-[X] Make into leather armour

[X] Tunnel Time! Before you go, finish exploring those tunnels for da loots to satisfy your enlighted curiosity.

[X] Heat to Taras and become a bounty hunter

reasoning:
Tracking, Hunting, and Wilderness survival synergize. I might have added something about first aid, but Cedra likely won't need that in the near future.
Ice Magic, because it is our current specialty, and a Primer on Magical Creatures would be nice, since we have primers on non-magical creatures(Anatomy books).

Git Gud Scrub, because we can't always rely on magic to save us. We need to actually be able to fight in the event our magic is unusable or not-ideal for the situation.

For purchases, I'm tossing the chainshirt and making Leather Armour out of the Pelt. My reasoning for that is such: Practicality. Armour is significantly more useful than a cloak for the Bounty Hunter job. Leather armour made from a Magic-eating Wolf pelt may have a special quality as well.
We already have a Short Sword, and we barely know how to use it, getting a new sword now is pointless.
A Bow is really complicated to get right. A Crossbow by comparison is really easy.
A quiver to hold all the bolts for the crossbow.
a Horse and saddlebags to carry our stuff (this might be more expensive than we can afford, but we will see.)
A map of the local area so we have an easier time getting around.
Supplies are obvious (and hopefully include a bedroll and blanket automatic)

Bounty Hunter because I don't like being beholden to a teacher right now.

I agree with the crossbow thing, I changed it.

The others:
I have another educate yourself instead of Get Strong, because we can practice on the way to the next city, but we can't find books until we arrive, and I want to try some new magic.

We already have a leather west, and I think it was confirmed by @ Dark Ness that the cloak also has an armor value.

I sold the chainmail and books, because we have another armor, and what use are anatomy books for us?
 
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I agree with the crossbow thing, I changed it.

The others:
I have another educate yourself instead of Get Strong, because we can practice on the way to the next city, but we can't find books until we arrive, and I want to try some new magic.

We already have a leather west, and I think it was confirmed by @ Dark Ness that the cloak also has an armor value.

I sold the chainmail and books, because we have another armor, and what use are anatomy books for us?
We can practice on our own anytime, yes, but self-practice by someone who doesn't know what their doing can be just as bad as not practicing at all. We have a trainer in town we can utilize for sword training. (would probably also allow us to practice with the crossbow)

As for learning new magic, I have no issue with that, but using an action with the main goal of looking for magic books that are already unlikely to be sold, in a small city like ours, is a bad idea. Teleportation and Anti-Magic are likely quite rare, near the level of Summoning magic, and are extremely unlikely to be found outside of large cities like Taras.

We have an ill-fitting Leather Vest. It is better than nothing, but nowhere near as good as properly fitted Leather Armour. Any armour value a non-magical cloak has is negligible compared to armour of any kind, due to the difference in how the leather is cured, treated, and shaped.

We got the Anatomy books so that we could make fights easier by letting Cedra have an IC reason to know which points are best for targeting with giant ice spears (we as players know the vulnerable points of several animals, but Cedra doesn't, and the books allow us to use that info without metagaming). We've barely been able to utilize the book because it is a bit too high for Cedra right now, but we also have a dictionary that lets us get some use from it, and we can search for an easier to understand book in the next town. Until we have something to replace it, we shouldn't toss it.
 
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[X] Educate yourself in both mundane and magical knowledge. You may pick 3 mundane options and two magical ones.
Mundane
-[X] Tracking
-[X] Wilderness Survival
-[X] Hunting
Magical
-[X] Magical Creatures
-[X] Ice magic

[X] Git Strong, Scrub. Okay, you are already pretty strong, but you don't know how to leverage that strength in combat. Practice your sword skills, and get used to your new physical capabilities.
Have No real concerns about before Tara learning, (gotta be well rounded, can't be a squishy mage or/ a simple hunter with little magical skill)

[X] Tunnel Time! Before you go, finish exploring those tunnels for da loots to satisfy your enlighted curiosity.


[X] Head to Taras and apprentice to a mage
That bonus to training sounds good, and we can become a bounty hunter AFTER we have some magic under our belt.
 
I have another educate yourself instead of Get Strong, because we can practice on the way to the next city, but we can't find books until we arrive, and I want to try some new magic.
No, you can't. The Get Strong is only there because you have access to a trainer. You won't have that on the way.

We already have a leather west, and I think it was confirmed by @ Dark Ness that the cloak also has an armor value.
I never said either way. Just like I never said if turning it into leather would cause it to lose any magical properties it may have, or not.

On another note, I am considering removing the objective options and just giving them when you have more information on what opportunities are available in Taras. Thoughts?

On the crossbow, I am tempted to veto it as not being available in your area. Wait a few hours until I get off work, and have time to do some research. I will tell you that even if it is avaliable, it won't be cheap, and may even be to expensive to purchase, particularly when combined with a horse. (The horse will be quite a bit, probably taking out the majority of your money by itself, maybe more)
 
[X] Educate yourself in both mundane and magical knowledge. You may pick 3 mundane options and two magical ones.
Mundane
-[X] Tracking
-[X] Wilderness Survival
-[X] Hunting
Magical
-[X] Magical Creatures
-[X] Ice magic

[X] Git Strong, Scrub. Okay, you are already pretty strong, but you don't know how to leverage that strength in combat. Practice your sword skills, and get used to your new physical capabilities.
Have No real concerns about before Tara learning, (gotta be well rounded, can't be a squishy mage or/ a simple hunter with little magical skill)

[X] Tunnel Time! Before you go, finish exploring those tunnels for da loots to satisfy your enlighted curiosity.


[X] Head to Taras and apprentice to a mage
That bonus to training sounds good, and we can become a bounty hunter AFTER we have some magic under our belt.
You only have 3 options, you chose four. You may double up, if you like.
 
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