Quest to Become a Hero

He doesn't have magic though. Unless you're referring to the Heroic Spirit?

Also, the Vicious Rabbits quest require John kill 10 rabbits for each Rank Advancement point while being a lot more dangerous. At least we could practice using a shield against the Monsterous Corn. We get Blunt Weapon progress from fighting the rabbits, and I'm not sure how well a simple club would work against the undead.

I had wanted to do both quests but in order of easiest to hardest. Unfortunately, the Disaster quest ups our time table, and we currently have a copy of blunt weapon usage instead of shield usage for Dominate Writing. I'm interested in what the library has to say about the undead and how to fight them.

I would want to get a mace or hammer first, but blunt should be decent vs undead.
 
He doesn't have magic though. Unless you're referring to the Heroic Spirit?

I was referring to dominate and dominate writing, which seem magical. Though they might count as spiritual instead?

Huh... actually, I could see John with an upgraded blunt weapon, come to think of it. I wonder if a staff would count as a blunt weapon, or if it would count as a polearm? I'm fine with suiting the weapon to the undead, depending on what the books say about the best weapons to fight them. If I were John I'd feel a little responsible for disturbing things best left alone, and would like to at least try to put things right. (I can't remember if he knows the undead menace is related to his visions, but I think so?)
 
I would want to get a mace or hammer first, but blunt should be decent vs undead.
Weapons generally have different requirements for Strength, Dexterity, Speed, and training times. I would think that a mace or hammer would require more Strength than John can easily use.

A staff might work, but I doubt it counts as a blunt weapon. We really need to make sure that John has a good weapon before fighting the undead so I'm hoping that the research will help us figure out what John's long-term combat strategy should be.
 
[X] Study in the library. Stop when you get tired to find an inn.
- [X] Look for Monster Taming/Raising in the Porcelain section.
- [X] Undead Threats
- [X] Logistics/Administration


In my opinion we should go out and start dominating more beings and fighting for a day or two before going to the undead quest.

We also need pick and focus on at most 2 weapons plus magic.
 
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Weapons generally have different requirements for Strength, Dexterity, Speed, and training times. I would think that a mace or hammer would require more Strength than John can easily use.

A staff might work, but I doubt it counts as a blunt weapon. We really need to make sure that John has a good weapon before fighting the undead so I'm hoping that the research will help us figure out what John's long-term combat strategy should be.

I doubt a mace would weigh more than a hand ax or sword.
 
Considering our [dominate] ability and our scholar nature I believe that the weapons that best fits us would be dagger (backstab while minions distract foes), bows (we can shoot safely while minions tank) and staff though two of those don't seem to be good against undead.
 
I doubt a mace would weigh more than a hand ax or sword.
Here is what our earlier research said about a sword and an axe.
Swords. Commonly depicted as a knightly or kingly weapon that heavy armored warriors wield into battle to cut down foes by the hundreds. As a weapon they are fairly simple to learn with the basic moves numbering two - thrust and slash. A sword is an excellent weapon for those with balanced physical abilities and has plenty of room for growth if trained correctly.
Axes. A weapon typically depicted as the tool of Bezerkers who charge into battle poorly armored, cleaving their opponents in twain. An axe typically requires more strength than other weapons, the blade of the weapon made to tear an enemy apart with ease while requiring little in the way of dexterity.
Notice how the axe requires more strength than other weapons. A mace has more in common with an axe than a sword, without even the benefit of a cutting edge to help do damage.

I don't mind getting Blunt Weapon Usage, Beginner IN GENERAL. After all, getting skills earns John XP. What's worrying me is that we seem to be set on the Disaster quest when we don't even have a solid combat strategy and good weapon for John. A simple club should be enough to kill a Vicious Rabbit, and John can always make another one if it breaks. However, if he's fighting the undead, he can't pause the battle to make a new club, if a simple club even works against them.

Here's hoping that we have at least a week to prepare for the Disaster quest. I'm just worried that it's only going to be a day or two. At least the undead research should help us better plan out our strategy going forward.
 
The receptionist said the undead quest would take a few weeks to resolve. We're rearranging things to be in a bit of a hurry, but we're not in that much of a rush. It's not like it's Scholar Quest: the Scholaring. It's optional. If we'd flubbed the wood test, we wouldn't even know it existed.

I won't vote to start an army quest without having a chosen weapon in hand, and an improvised club does not count.
 
Even a Scholar Can Feel Daunted By Studying
[X] Study in the library. Stop when you get tired to find an inn.
- [X] Shield Mastery
- [X] Look for Monster Taming/Raising in the Porcelain section.
- [X] Undead Threats
- [X] Logistics/Administration


A few moment's pass as you play around with the quill in your hand, your mind contemplating not just what to study but how it would change your slowly forming plans. Finally, the pen falls still as you place ti down and begin to scour the Library for your first target, a book of shield usage which might well be useful considering how often your off hand is empty. Of course, only actually trying will tell whether it's a success and thankfully the Library has a book on the concepts of it titled 'Blocking, A Guide to Using a Shield Without Dying'.

Pulling it from the shelf you move back to the table and sit down before immersing yourself in it.

---

A melee combatant's greatest friends are two things: Agility and a Shield. With a body capable of swift, dexterous movements you can avoid killing blows and more easily land your own to kill the enemies you face. With a shield in hand you can block those blows you're unable to dodge, it is a risky affair however for as supportive as a shield can be taking a direct blow will inevitably throw off your rhythm, balance, or footing leading to greater chances of taking the next strike. If you manage to combine them together flawlessly then it is possible that one could become like the wind, untouchable as they run free through a battlefield with incomparable ease.

Of course, that has little to do with you if you are reading this. You are new to this and so I have only one phrase to sum up everything you need to know: Posture.

...

When blocking a strike one needs to consider whether it is something that needs to be taken directly, or can be simply blocked at an angle to allow the weapon to slide past thus throwing it's wielder off balance. For attacks like a dagger purposefully allowing it to slide off the shield could leave your opponent the chance for a second strike while with a hammer one is advised to block at an angle to avoid their shield's destruction.


---

You do your best, you truly do, but after a while even your knowledge obsessed mine begins to hurt as you try to wrap your thoughts around the details of the book in front of you. Eventually you can't help but sigh, shut the book, and go looking for something else as the contents seem to allude you for the moment though perhaps another go might be easier.

Stowing away your items and the books you'd taken down, you then head back to the Porcelain Section aiming for a book about Monster taming, training, or raising. Considering your powers pursuing such a branch of knowledge may well lead to excellent results. Eventually you find a palm sized, black leather book thrown haphazardly on one of the shelves like someone had gotten frustrated with it. On it's cover in small script is written "How to Raise a Slime".

You hold it in utter shock for a few moments before tentatively opening it up and reading it right on the spot, you just had to understand what madness this tiny thing contained. What lunatic sought to raise slimes!?

---

I should preface this with a rather straightforward statement. All of the contents within are entirely theoretical. Untested, merely based on deductions and personal knowledge about all forms of Monsters and Dangerous Beasts.

Slimes are viewed as pests by most, but that is only when in small gatherings of a dozen or less. They are a strange species, seemingly intelligent or utterly stupid at times all driven by what at best is a stone that has undergone transformation from concentrated amounts of Mana which leads to their great use as low-end catalysts. Now, when it comes down to it, Slimes don't technically eat anything at all. Sure, you can watch their body envelop something and then view it dissolve.

However, they aren't eating it but rather breaking it down into Mana to fuel themselves and their horde. Hence my idea - What if a mage were to take it upon themselves to feed a slime mana continuously without attacking the slime? Would it not eventually begin to see the mage as it's life source, the very thing that continues it's existence and then become connected to it.

It's a simple process to test really, if utterly insane as the slime would need to be constantly contained all the while ignoring the attacks it sent at you while feeding it.


---

From there the book goes on to describe a method to externalize Mana that completely flies over your head, potential methods to command the slimes also based on mana emissions, and what feels like half a dozen applications all based around the user having Mana. Annoyed, you place the book back where you found it before storming off in search of something else to research, your mind somewhat heavy with thoughts about how annoying purely theoretical magical ideas were.

Taking a moment to stretch, you ponder over the next topic as you flip through a few possibilities. Briefly considering searching out alchemy, reading the book covering blunt weapons, and a few other ideas until finally it hit's you. The Undead. You may well face them soon and coming to understand them might just save your scholarly self! In an instant you're searching the bookshelves piece by piece in search of something of use until you manage to stumble upon a rather plain looking brown book with the title "Guide to the Undead: Book One" and stamped in the corner is the distinctive seal of the Temple of Death, clearly provided by them.

You stare at the symbol, a white skull surrounded by a ring, for a good while before reluctantly settling down to read it. After all it was entirely possible they were hunting you, though... No, couldn't be paranoia. Simply too much of a coincidence to be. Sighing, you begin to read the book with reluctant interest.

---

Among the undead there are many different kinds, but the simple fact of all of them is they are the reanimated remains of the dead given life by either Necromancy or rampant dark energies that pervade some places. In this book the three most common and weakest among the undead shall be explained, so that you might help Death keep it's people at rest. Mindless Walkers, Animated Remains, and Wisps.

...

Mindless Walkers are the reanimated corpses of the recently dead, their forms not yet rotted and imbued with a simple desire to devour the living in order to sate a hunger that can never be sated. They are incredibly slow, run entirely on primal instinct, and are incapable of complex thought or actions. They will ceaselessly walk towards the nearest living being within three hundred feet and assault them until either they die or the living being is struck down and eaten.

In order to put them back to rest there are two methods: One can simply damage the body until the dark energy supporting them runs out, or stab into the Walkers skull thus dispelling the dark energy animating the dearly departed. Little else needs to be said, there attacks are not corrupting in nature or poisonous as some stories say and they are only truly dangerous to even the slightly skilled in great numbers.

...

Animated Remains are the bones of the long dead, given life by foul powers to walk the world again and slay all those it finds. Unlike the Mindless Walkers they bear a rather rudimentary intelligence, capable of utilizing weaponry and tools though in a very stilted and poor manner. For the unprepared they can be dangerous and in great numbers they can even threaten a Knight though such an act would require many dozens of them.

Due to their nature as reanimated skeletons they are particularly weak to heavy, blunt weapons as the shattering of their bones causes the foul power fueling them to rapidly dissipate. Aside from that they are capable of tool use and wielding weapons, but will never wear actually wear armor as the power fueling them is too weak to support such heavy loads.

...

Wisps are a truly accursed thing. Made from the souls of dead creatures such as rats, normal rabbits, chickens, crows, etc. They are mindless creatures driven simply by the curiosity they had in life before being twisted into unlife. Such creatures are incredibly weak, dissipating with a single blow from a weapon, but when utilized by foul necromancers and their ilk they act as the eyes and scouts.

Little else need be said other than may their souls find solace in oblivion.


---

It even further goes into detail about the differences between those raised through Necromancy and those born from dark energies gathering in an area. For undead raised by Necromancy they require they are commanded by the one that raised them, capable of following simple orders and thus displaying some measure of strategy and tactics so long as the Necromancer responsible can see the battlefield to direct. Meanwhile those undead raised by ambient dark energies are apparently entirely focused on a single, unbending objective making them less likely to roam the world to wreak havoc.

As you finish putting the book back in it's place on the shelf you let out a small yawn, fatigue beginning to get to you though mentally rather than physically. Rubbing your face, you depart the Library and give Velvet a smile as she begins to hop along behind you once more. Heading out you hunt down an inn, the moon high in the sky, which goes incredibly well all things considered as you manage to nab room and meals for a mere thirty-five coppers!

Given the rampant price increases in town you couldn't be happier as you dug into the barley and rabbit stew, your companion tearing into the shredded meat scraps the innkeeper had brought over. Afterwards you quickly head off to bed, falling asleep soon after you stowed your things and jumped into the bed.

---

You are woke up in the morning by a furry paw tapping you in the face repeatedly. Grumbling, you pick up Velvet and place her on the floor before getting yourself back into sorts, utilizing the room's washbasin to clean up before heading downstairs for your meal. As you enjoy a breakfast of flat breads made from ground Monstrous Corn and fruits, your companion eating one herself, you ponder your actions for the day.

What do you do?
[] Study in the library.
- [] Write-in what else you want to read.

[] It's about time you contributed something to the Guild beyond labor, to the Scribing Stations!
- [] Write-in for what you want to try to write and sell to the Guild.

[] Purchase something from the Guild Store.
- [] Write-in for what to buy.

[] Copy from a book in the Library.
- [] Write-in for what to copy.

[] Practice in the Guild Training Hall.
- [] Write-in what you want to practice.
- [] Attend your Stealth, Beginner Class

[] Accept one of the requests.
- [] Write-in for which one.

[] Use Dominate Writing on...
- [] Copy about Skinning
- [] Copy about Trapping
- [] Copy about the Book of Academia
- [] Copy about the Basics of Blunt Mastery

[] Write-in.

Gained 7 Experience from learning Knowledge of the Undead (Beginner).
Gained 8 Experience for discussion in the thread.


Status
Health: Perfect
Stamina: Energetic

Status Effects: None

Level: 3
Experience: 127/400

Guild Rank:
Porcelain (0/40)
Hidden Features: Unlocked Instructors in the Guild Store
Current Booked Courses: Stealth, Beginner (1 Day)


G.P.: 215
Money: 2 Silver, 55 Copper
Heroic Legacy Points: 0

Estimated Time of Day:
Early Morning
Titles
They Who Seek the Crown (Level One, 14/25) - A title earned by gaining the blessing of the God of War in a chance encounter with his will. It is a boon granted to those who seek to become like Lords, towering above the world with every action and word capable of bringing great waves of change. Currently it is weak and only grants you the power of Domination, but if you grow stronger and perform in a way that meshes with this Boon then perhaps its strength can grow.

Heroes can be Thieves Right? - In the name of Heroism you stole classified information from the Church of War without being caught. Now no innocent souls shall be ended with this dangerous knife, but ... yours might be if you mess up? Slightly increased chance of learning stealth and thievery related skills until discovered, lost if the Sealed Scroll is destroyed.

Ethical Scholar - A scholar's duty is that of facts, numbers, honesty, and boundaries. You have a devotion to the work of the written word that few would follow in the face of potential benefits. You seek simply to perform your work to the best of your ability and stand within the morals of your scholar code, even find yourself compelled to do so. Established personal Scholarly Code, sticking to it makes your work easier and better while going against it more difficult and with worse results.
  • Scholar Code I - No work is better than hasty work. {Provides +2 to scholarly rolls when you take your time, take -2 to scholarly rolls when you attempt to work with haste.}
  • Scholar Code II - Provide the facts to those that hire you, nothing more and nothing less. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code III - Judgement is the employer's job. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code IV - There is satisfaction in learning that which is known and that which is not. {Provides 2 bonus experience when learning new knowledge skills and advancing skill ranks in them.}
Traits
Sturdy Physique - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
Quick to Act - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
Iron Clad Mind - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.

Aspire to Sagehood - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.
Forbidden Scholar - You are more likely to notice lore and knowledge regarding those topics considered forbidden to the general populace. Of course, your affinity for these subjects does not create that knowledge where none exists.
Studious - You've become well acquainted with book learning and, while it will never be a good replacement for a teacher, have learned how to make the most of it. Increased skill gains when learning a skill from a book.

Swift Growth I - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
Skills
Mathematics (Beginner, 15%) - +4 to rolls requiring use of mathematics.
Local Administration (Beginner, 10%) - +4 to rolls involving administration of businesses and small land holdings.
Geography of Relgar Township Region (Beginner) - Capable of recalling information related to areas in the Relgar area that could be of use. Such as the size of a specific forest, important landmarks, etc.
Monster Knowledge (Relgar Township, Beginner, 45%) - You've memorized basic information provided on Vicious Rabbits, Giant Rats, Slimes, Monstrous Corn, Green-pelt Wolves, and Forest Bears.
Knowledge of the Undead (Beginner) - You've memorized the basic information and understanding of the Church of Death on Mindless Walkers, Animated Remains, and Wisps.
Plant Knowledge (Relgar Township, Beginner) - You've memorized basic information provided on Red-Shelled Warmths, Blue Bells, Golden Leaf, and common herbs like thyme or poppies.
Copying Writing (Adept, 2%) - You've experienced copying countless documents, books, and records to such an extent that it's almost an ingrained instinct in you. Time required to copy any form of writing is reduced and chance of wrongly copying something is greatly decreased.
Evasion (Beginner, 19%) - You've learned the basics of positioning, and movement enabling you to react well to attacks sent you way. It's rather simple now, but even a slight advantage could save your life. Increases your Difficulty to Hit by 4.
Dagger Mastery (Beginner, 9%) - Through sparring and practice you have grasped the basics of fighting with a dagger. How to grip it so as not to lose the weapon in combat, basic and effective methods of attack from stabbing to slicing, etc. +4 to attack rolls when wielding a dagger.

Harvesting (Learning Beginner, 45%) - You are slowly obtaining experience in the act of harvesting plants and herbs. With some more work experience you are certain you'd be at least somewhat skilled in the act.
Skinning (Learning Beginner, 40%) - You have learned the basic knowledge one should know to begin skinning and harvesting the corpses of monsters, but to really come to understand it and it's uses you will need actual experience.
Haggling (Learning Beginner, 89%) - You have obtained a lot of insight into the act of haggling varying from the dos to the don'ts and you are certain with a bit more knowledge and actual practice you can put it to work helping you.
Identification (Learning Beginner, 10%) - After reading the book on Identification you have a vague idea of how the power works, but without a teacher to guide you in the absolute specifics you are unsure if you can learn to utilize this power.
Survival (Learning Beginner, 40%) - You are quickly becoming used to most basic of the basics when it comes to surviving outdoors, and with the help of some of your research materials you believe you have a decent grasp of it all. Only actively performing the actions and experience will tell.
Trapping (Learning Beginner, 20%) - Trapping is a rather simple subject, but the specifics are somewhat confusing to you with your rather limited life experiences. You have a decent grasp of theoretical knowledge, but will need to use it in the field to confirm.
Shield Mastery (Learning Beginner, 11%) - Utilizing a shield in battle is an incredibly useful tool that may well prevent incredibly lethal blows, but as it stands most of the concept has flown over your head.
Monster Taming (Learning Beginner, 3%) - Needless to say that taming slimes by feeding them mana and utilizing mana to communicate with them was pretty distant from what most of monster taming was (with what little you know). Still, the book did give you some small grasp of what the trade's core needs might be.
Abilities
Domination (Level One, 5/25) - Allows you to bind creatures/monsters that are one level below you (to a minimum of level 1) to your will permanently. Unless the creature in question has a particularly strong will then the power is bound to succeed. Does not work on humans. [Dominated Beings: 1/2]
+ Dominate Writing (Level One, 7/25) - You've obtained a new power derived from your blessing from the God of War. It grants you the ability to draw strength from the written word though... You are utterly uncertain what that actually means. [Dominated Writings: 0/1]

Backstab - You force an opening in your opponent's guard and shift yourself into place to deliver a well timed, well placed reverse grip stab to the foe's back with great force. Such a move is straining on you, but has incredible effects when successfully performed. Make a single attack that deals four times damage to the enemy if it lands, uses a moderate amount of Stamina.
Inventory
Equipment
Main Hand -
Simple Iron Dagger [Damage: ???, Attack Speed: 2, Slashing]
Off Hand - Empty

Armor - Plain Scholar's Robes [???]

Easily Accessed Items
Iron Kite Shield [???]
Iron Hand-Axe [???]
Simple Wooden Club [Damage: 3, Blunt]
Scholar's Writing Instruments [1/4 sheets of paper]

Canvas Backpack [8/10]
- Ten Foot Rope
- Bundle of Clean Rags [10/10]
- Archbishop Julian Vandamule's Sealed Scroll
- Wooden Storage Box [Can hold up to twenty herbs (varies based on size) | 0/20]
- Paper with copied contents from a Book on Skinning
- Paper with copied contents about Trapping.
- Papers copied from the Book of Academia (Contain basic descriptions of numerous scholarly branches of study)
- Paper with copied contents about the basics of Blunt Mastery
-
-

Belt Pouch [3/4]
- Flask of Oil [3 Units of Oil Remaining]
- Container with Six Vials [0/6 Filled]
- Flint & Steel
-
Health: 8/8

Status Effects: None

Level: 2
Experience: 0/40

Attacks:
Bite -
[Damage: 3, Slashing]

Traits:
Sensitive Nose -
+5 to finding herbs
Natural Gatherer - +5 to harvesting herbs
Soul Linked - Can be given up to 2 Experience from their Master's kills.

Skills:
Evasion (Beginner,
14%) - Increases the Difficulty to Hit by 4.

Fighting (Learning Beginner, 49%)

Abilities:

Cannibalize (Level One, 0/10) - Capable of devouring their kin to quickly heal from injuries. Regains 1 Health per pound of Vicious Rabbit meat consumed.



Wood Rank Requests
Payment: Thirty Coppers, 15 GP, 1 Rank Advancement Point, 10 Experience
Description: I need an extra set of hands or two to help bring in the harvest, if you're willing then please take this request and come to * Farm.

Payment: 25 Coppers, 10 GP, 1 Rank Advancement Point, 10 Experience per day
Description: Relgar has experienced a great influx of merchants, Adventurers passing through, mercenaries, and more due to activity in the north which has brought forth a great chance for profit. The Town Guard is currently struggling to deal with all the newcomers and a newly born rise in crime and has asked the Guild for Adventurers willing to patrol the town as well. Those seeking to take up the offer will need to work with the Guard for at least four days, or until the situation has stabilized.

Payment: 50 Copper per 3 Golden Leaf (Quality does matter), Variable GP, Variable Rank Advancement Points, Variable Experience
Description: I have need of as many Golden Leaf as you can get your hands on, quality is important so insure proper storage. You can find me at the apothecary on the south side of the town, Gerald's Apothecary. I've provided drawings for those who've never seen Golden leaf and they can be found on the outskirts of Relgar's Northern Woods. Please only come when you have Golden leaf to deliver, I am a busy man.

Payment: 10 Copper for every pair of Vicious Rabbit ears, 5 GP for every pair of Vicious Rabbit Ears, 1 Rank Advancement Point for every ten pairs of ears, 1 Experience per every pair of rabbit ears.
Description: A rather ridiculous number of Vicious Rabbits have taken to destroying the eastern fields and after the death of several farmers Relgar's Lord has set down a bounty for the little bastards. After accepting the request bring proof of your slain foes back to the Guild to earn your reward. Also, don't damage the fields. Those who wantonly destroy the Lord's land in search of profit will find themselves at the end of his Knights swords.

Payment: 5 Coppers per Monstrous Corn corpse, 2 GP per corpse, 1 Rank Advancement Point for every fifteen corpse, 1 Experience per every two corpses
Description: Due to the increased traffic through town we've been running low on our supply of a local delicacy - Monstrous Corn. An fine mixture of sweet and salty that can survive months in the open air before rotting. If you could hunt down some for us it would be much appreciated, the more you get the better! We've left instructions to a good spot with the receptionist.

Payment: 15 Coppers per pair of fangs, 7 GP per pair of fangs, 1 Rank Advancement Point for every four pair of fangs, 2 Experience per every pair of fangs
Description: Many farmers and travelers have reported the Green-pelt Wolf population have been restless in the forests nearby, this announcement has been posted to deal with the issue before it can get out of hand. All we need is the fangs for confirmation, the rest you may do with as you will.

Porcelain Rank Requests
Payment: 2 Silver, 100 GP, 4 Rank Advancement Points, and 45 Experience for successful Completion.
Description: Several Farmers have recently noticed a few Slimes intruding on their properties on the southwest side of Town, these strays were easily handled with fire but the continued appearances have many worried. By order of the Lord, any Adventurer of discovering the source of these Slimes and bringing relevant information back to the Guild will be rewarded greatly.

Payment: 25 Silver, 1,250 GP, 10 Rank Advancement Points, and 125 Experience base payment. Exact pay will change based on performance, duration of your service, and the final outcome of the event.
Description: Many of you have likely noticed the incredible increase in traffic through the Township, word has long reached Relgar of a sudden uprising of the undead several weeks travel to the North that has begun to plague the land. It is the Clergy of the God of Death who hold dominion of ensuring the peaceful rest of all those who die within the Kingdom, and it is they who have issued a request to the Guilds in the regions nearby for able bodied Adventurers to support their, and the local forces in this disaster. Rewards will be great for those who can contribute.

Payment: 5 Silver, 250 GP, 5 Rank Advancement Points, and 55 Experience for successful Completion.
Description: We, the Telediar Merchant Company are in great need of additional members to guard our caravan as it travels east to the city of Blackstone, we do not expect any dangers but a recent increase in the carried cargo requires the additional steps. For anyone interested please accept this notice and come to the Merchant Guild before the week's end.

GM Note: Well that turned out way longer than I expected, but there we go!
 
[X] Practice in the Guild Training Hall.
- [X] Attend your Stealth, Beginner Class


I'd like to get Stealth before doing a combat quest, both to sneak up on our prey and in case we need to hide from a powerful monster.

It sounds like we either need to be incredibly versatile with weapons or be able to hold off one type of undead for long enough for our fellow Adventurers to kill it off.
 
[X] Accept one of the requests.
- [X] Restless Wolves


I want to nab our second Minion before we take any classes just in case it can learn from them like Velvet did with Evasion.
 
[X] Accept one of the requests.
- [X] Restless Wolves


I want to nab our second Minion before we take any classes just in case it can learn from them like Velvet did with Evasion.
That's a good point, a Greenpelt Wolf probably has some kind of synergy with the Stealth class (or it just has nothing to learn because it's already skilled in Stealth, who knows?). However, we should try to multitask Quests that can be done in the same location.

[X] Accept three of the requests.
- [X] Restless Wolves
- [X] In Need of Corn
- [X] Harvest Golden Leaf
 
[X] Accept three of the requests.
- [X] Restless Wolves
- [X] In Need of Corn
- [X] Harvest Golden Leaf


Changing vote to multitask different Quests.
 
[X] Practice in the Guild Training Hall.
- [X] Attend your Stealth, Beginner Class


I really would prefer our first combat quest not jump straight to wolves.
 
Fine, I'll change since we can only do classes in the morning anyway, so we'd have to wait until tomorrow if we go out for a Quest now. Also we only have one more Dominate minion slot open right now, so I'd rather experiment with a Monstrous Corn to see exactly what happens when it dies as cannon fodder, before getting the more permanent wolf minion.

[X] Practice in the Guild Training Hall.
- [X] Attend your Stealth, Beginner Class


Plus we still need to pick up some things from the General Store before doing quests (Skinning Knife, cord or leather strips for traps and upgrading the club, and a waterskin to fill for Golden Leaf harvesting).
 
I don't think it's a good idea to try to accept 3 quests at once. After all, we haven't encountered a Monsterous Corn during our previous trips outside of the city so there's probably a specific location where they're congregated, even though it's not mentioned in the quest notice. We also have to kill 15 Monsterous Corn for a Rank Advancement point and 4 Wolves for a Rank Advancement point so if we split our efforts, we might not get any Rank Advancement points.

Whenever we do accept a quest, I suggest we ask the receptionist the following 2 questions:
-[] Is there a time limit for the recruitment quest?
-[] Does the guild have a feature for someone looking to join or create a team?

I think that the Disaster quest has a time limit for a couple of reasons. First, the huge reward means that we probably have to spend a certain amount of time on it to earn it. Second, traveling will involve the Transport Network. I would think they'd prefer to Transport groups instead of individual Adventurers. I want to know if there's a time limit so that we can better plan things out.

Asking about a team feature is just in case we need it. I already suggested a plan for the Vicious Rabbits quest, but if we put out half a pound of meat for bait and get 10 rabbits, then we should probably give in and get a team.

I think that it's harder for John to learn Shield usage from a book because a lot of the advice seems to be situational, and he hasn't been in a lot of fights. After a combat quest or two, preferably in which he uses the shield, he might have better luck.

Also, if we can pick up Shield Bash, that might work against Animated Remains. I don't know how easy that would be though. We should definitely get Shield Usage, Beginner before accepting the Disaster quest though because John needs more defense.
 
It also might follow real life and mean that without some combat skills and experience, he can't visualize the actions properly. Learning a second martial arts style after learning a first one is easier than learning the first one, after all. It might be that once he picks up some basic martial skills, he'll be better able to understand styles through studying. (Speaking of, I want him and Velvet to train brawling against each other each day, unless they're battered.)

The reason to take the rabbits quest before the corn quest is that we have dominated pages of skinning and trapping, and the rabbits quest is a chance to free those inventory slots. Also, we could practice skinning and beast harvesting on a cheaper animal than a wolf, potentially getting a better wolf hide to sell and more wolf meat to feed Velvet for traits. That said, I'm fine taking both harvesting Golden Leaf and the wolf quest at the same time, since they are in the same area and not both combat quests.

Since the quests are bounties, we might be able to turn in monstrous corn for the bounty if we run into one, even if we didn't have the job during the fight.

Accepting a quest and failing it would mean potentially being booted down a rank, if I remember correctly. Let's not do that.
 
The reason to take the rabbits quest before the corn quest is that we have dominated pages of skinning and trapping, and the rabbits quest is a chance to free those inventory slots.
We also have a page on blunt weapon usage for Dominate Writing, though I'm not quite sure how to best coordinate using Dominate Writing on trapping with using Dominate Writing on blunt weapon usage. We can't just prepare several sites of traps before attacking because someone might wander into whatever traps we're not nearby, but preparing only one site of traps doesn't seem like it's making full use of the Dominate Writing.
 
We also have a page on blunt weapon usage for Dominate Writing, though I'm not quite sure how to best coordinate using Dominate Writing on trapping with using Dominate Writing on blunt weapon usage. We can't just prepare several sites of traps before attacking because someone might wander into whatever traps we're not nearby, but preparing only one site of traps doesn't seem like it's making full use of the Dominate Writing.
The whole point of traps is that you don't have to be there while they work, so I'm not sure why there's a conflict? It's just a question of time management. A rabbit snare isn't going to be a danger to a human.

Though, really, I'd be fine just using up the pages on blunt weapons and skinning, the traps thing is optional/more for if we want to try camping, in my opinion.
 
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