Quest to Become a Hero

So, to revisit the weapons discussion, what are folks thinking should be John's main weapons skill? I'd like to do a new informal poll so we can do a little rough budgeting.

I'm leaning towards sword, myself, even if it is a little stereotypical. I still like bow for ranged damage, but sword requires less skill to successfully stab someone.
 
Personally, I think staff should be good for his scholary archtype but it doesn't play nice with shields which theres some segment of the playerbase very interested in. Properly using a staff requires both hands after all.

A sword IS a good general weapon, but something else beats it in basically any specific area(its strength is that a good longsword is also a mace, spear and axe). Good if you intend to just get one I suppose.
 
Staff appeals to me because we could just find a likely branch while out tromping around the woods and fields and avoid spending ~5 silver on a weapon. It's definitely not a one-handed weapon, but that's fine with me, I don't like the shield thing anyway.
 
[X] Practice in the Guild Training Hall.
- [X] Attend your Stealth, Beginner Class

Staff appeals to me because we could just find a likely branch while out tromping around the woods and fields and avoid spending ~5 silver on a weapon. It's definitely not a one-handed weapon, but that's fine with me, I don't like the shield thing anyway.

I am still pro mace.
 
Staff appeals to me because we could just find a likely branch while out tromping around the woods and fields and avoid spending ~5 silver on a weapon.
While I like using a staff, too, a proper quarterstaff is not something that you can just pick up in the forest.

[X] Practice in the Guild Training Hall.
- [X] Attend your Stealth, Beginner Class
 
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One issue I have with the staff is that it'll take a while for John to learn how to block with a staff as opposed to just hitting stuff with it. Since he's not likely to be able to dodge much if he's fighting with the army, he should probably stick with the dagger and shield for that part and then switch to the staff afterwards.

I don't really know what weapon I want John to use long-term. I just want him to pick up Shield Usage, Beginner and possibly Shield Bash for the Disaster quest. Hopefully, the combat quests will give us a better idea of what fighting style fits him.

I've been thinking about Corn, Wolves, and Slimes quests. All of these require the MC to track down the monsters. We probably need to research Tracking beforehand. We might also want to read "Common Beasts, Monsters, and Dangers of the Relgar Township Vol. II", both to upgrade the Monster Knowledge skill and in hopes that it'll list the most common territories for each monster.

I suggest that we do the Rabbits quest first because (1) we know where they are, (2) it should free 2-3 pages through Dominate Writing, and (3) it should get us the Skinning skill and either the Trapping skill and/or the Blunt Weapons skill. Hopefully, we'll finish early enough to do the research for the other combat quests afterwards.
 
Hmmm... maybe a spear and shield would be good. Shield for boosting survivability and spear so that John doesn't have to get too close to whatever he's fighting.

I dunno. I guess my preference would be:
  1. Anything that boosts magic
  2. Shield
  3. Anything else

Actually, wait. I just checked, and the guild offers Parrying classes. I think I'd like John to go sword and shield, so that he can use evasion, blocking, and parrying all at the same time.

Ultimately, I care less about weapons as offensive tools and more about them as defensive ones.
 
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So, to revisit the weapons discussion, what are folks thinking should be John's main weapons skill? I'd like to do a new informal poll so we can do a little rough budgeting.

I'm leaning towards sword, myself, even if it is a little stereotypical. I still like bow for ranged damage, but sword requires less skill to successfully stab someone.
Primary: Staff or Bow
Secondary: Dagger
We probably need to research Tracking beforehand
From the quest description it doesn't seem like it'd be hard find the wolves and if we can find one we can dominate it and hopefully use its superior nose to find more targets.
 
I think a spear class would teach basic blocking suitable for a staff.

The idea that John won't be able to dodge much with the army - I'm not sure I buy it. The adventurer model doesn't exactly lend itself to uniform ranks of soldiers all fighting in a line, it sounds like a loose charge of skirmishers.

We should ask at the weapons store this morning for a price for a good basic staff.
 
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From the quest description it doesn't seem like it'd be hard find the wolves and if we can find one we can dominate it and hopefully use its superior nose to find more targets.
That's a good idea. I'm mainly worried because the MC has already been out of town at least twice without encountering anything more than a Vicious Rabbit, and he has to kill 4 wolves/15 corn for 1 Rank Advancement point. Though maybe he would have encountered something if he had gone towards the Forest Bear corpse.

I'd still like to read the second volume of Monster Knowledge before wandering monster-infested areas though.
The idea that John won't be able to dodge much with the army - I'm not sure I buy it. The adventurer model doesn't exactly lend itself to uniform ranks of soldiers all fighting in a line, it sounds like a loose charge of skirmishers.
They have to keep the undead from making it through the lines, and it sounds like the Church of the God of Death is in charge. That suggests a level of organization to the defenders, especially since this has been going on for a while so it must not be easy to put down. I also wouldn't be surprised if the adventurers are fighting alongside the militia of the local Lord. John heard someone die after refusing conscription so we know that the Relgar Lord is conscripting people into his militia, though we don't know if it's for the undead invasion specifically or for just fighting against the Demons.
 
People want a staff for casting magic but that's just an assumption, we don't actually know if a staff is needed for better spell casting in this setting (it might depend on the School of Magic), anymore than if it's better for a Mage to wear robes instead of armor. Until we get an answer to that, I have no opinion on staffs other than Spears can physically do everything they can, plus actually stabbing things to kill them.

Since a mace doesn't come standard in either the smithy or the Guild Store for some reason, we'd have to custom order one. And if we're going to do that, I'd rather go for something with more than one purpose/damage type, like a war hammer


This would be my ideal weapon against the undead if that's the enemy type we wanted to base our weapon around. It can be used either one or two handed. The hammer side does the same thing as a mace, but it also has the curved back spike for piercing damage. Against a Mindless Walker you would break a limb or two to incapacitate it, then finish it off with a "stab" to the head. Against an Animated Remains you would hook its shakily held weapon to disarm it and then smash it to pieces.

Alternatively there's a hammer axe


Similar principle, but with a chopping blade instead of a piercing spike. I'm not as drawn to it.

However, the issue with this is that commissioning a weapon probably costs extra, and unless the smith will make it for us within a day with his super smith skills, we won't have it in time for the Disaster Quest anyway. John's also probably not strong enough to use it properly (maybe two handed, but not one handed?), and even if he is, it might be the opposite of the Dagger in having a negative weapon speed value.

We can ask the smith how long the commission would take and how much it'd cost, but if the answer isn't favorable I'd just settle for a sword or spear (either short or long).
 
I don't think this is a good use of time. Our response to any higher level monster is going to be the same, after all: run.
We still don't know why the wolves apparently killed that Forest Bear and didn't eat it, something John noted as being strange. If the second volume of Monster Knowledge tells us about a crafty Alpha Wolf that can make the regular Green-pelt Wolves work together, then we know to avoid the Restless Wolves quest.

The book might give us more information on what to do whenever we CAN'T run or tell us where is the best place to look for various monsters (in a cave, near still water, etc). Also, we're about halfway through the progression of the knowledge skill from just the first volume. If we can upgrade the skill, that's at least 7 XP right there.

I just double-checked, and the Shepherd of Death met with the Relgar Lord and gave him gifts. I suspect that the gifts were to help convince him to commit at least some of his militia against the undead invasion.
 
Hrrmf.
Okay. So here's my thoughts: Army=no Evasion? You're probably thinking of Roman Legion formations, which while not necessarily as static as someone might think of them despite needing the weight of numbers for their strength, they strike me as a system of combat that would break down hilariously quickly against say, a single powerful opponent, the sort of AOE a single mage could bring to the table, or even a sufficently large monster (Elephant charge, anyone?)
So that being said, weaponry wise...No to staff, at least not as a default unless A. the hit to our martial would be worth it and B. our magic is one we even WANT the boost, depending on what we end up with we might perfer something more precise. I DO think a pole-arm would be a good idea. Personally, I like the end-point of a halberd-wielder, but I also think getting John in proper armor is going to be a hassle and a half if there are armor proficency skills, which I suspect there are going to be.
TL:DR: Evasion has it's uses in Army format, thus Formations likely won't be the 'rigid' Roman Legion Shield-wall stuff. I'd LIKE a Halberd but I figure if we have a shield proficency/get it going properly we'll be at least decently protected even if we never get proper armor.
 
Okay. So here's my thoughts: Army=no Evasion? You're probably thinking of Roman Legion formations, which while not necessarily as static as someone might think of them despite needing the weight of numbers for their strength, they strike me as a system of combat that would break down hilariously quickly against say, a single powerful opponent, the sort of AOE a single mage could bring to the table, or even a sufficently large monster (Elephant charge, anyone?)
The receptionist said that we're supposed to be fighting only the weaker monsters. I'm not sure how that will be organized though. Maybe a powerful adventurer is grouped up with weaker adventurers to handle anything really powerful and order the weaker adventurers around?
 
What would folks think of this option?

Iron Short Spear - 2 Silver, 75 Coppers

We'll be able to afford it quickly, and we can use it with the shield. It'll be good in a formation and at a low skill level. Spear skills would translate to a staff if we got a staff later.
 
The receptionist said that we're supposed to be fighting only the weaker monsters. I'm not sure how that will be organized though. Maybe a powerful adventurer is grouped up with weaker adventurers to handle anything really powerful and order the weaker adventurers around?
The Veteran to oversee/newbs to work is a tried and true tactic so it seems likely. I half-expect a loose 'everyone in shouting distance' type set-up myself but that's just me spitballing.
What would folks think of this option?

Iron Short Spear - 2 Silver, 75 Coppers

We'll be able to afford it quickly, and we can use it with the shield. It'll be good in a formation and at a low skill level. Spear skills would translate to a staff if we got a staff later.
I am for it, especially given the step towards HALBERD!
 
What would folks think of this option?

Iron Short Spear - 2 Silver, 75 Coppers

We'll be able to afford it quickly, and we can use it with the shield. It'll be good in a formation and at a low skill level. Spear skills would translate to a staff if we got a staff later.
It's definitely an option, but I don't want to get set on anything until we've done a few combat quests first. Too often with this quest, we have a plan, and then over the next couple of updates, it turns out that the plan won't work as expected.

For example, we copied the information on trapping so that we could camp out, and then we realized that we should probably get some combat skills first in case we're attacked. Now there's a possibility of an undead invasion, and we might not be staying in the area anyway. I'm hoping that we can use the papers on trapping, blunt weapons, and skinning on the Vicious Rabbits quest to free up some space in the pack.

I'm a bit curious as to what will happen if we use Dominate Writing on the copied pages from the Book of Academia. Maybe we should do that the next time we're going to research something? It might give a scholarly skill of some kind.

Also, all of the mentions about how we can contribute to the guild by writing down some knowledge makes me feel like we're missing something obvious, but I have no idea what the MC could contribute other than information about the Heroic Spirit, which we are definitely not allowed to do. Any ideas?
 
A familiar teacher, using a meal as a threat
[X] Practice in the Guild Training Hall.
- [X] Attend your Stealth, Beginner Class


After finishing your breakfast you head out towards the Guid once more, Velvet in tow, as today you'd actually take that stealth course you bought and hopefully manage to pick up enough of it to put the thing to use in your upcoming work should the need arise. Once there, you weave your way through the usual early morning crowd of Adventurers who gather in the Hall and make your way towards the Training Hall once more, the lengthy stairwell taking a little longer than usual to traverse as many have chosen to make use of it today.

Arriving in the large cavern that houses it you find half a dozen of the guide golems standing around and processing new arrivals forcing you to wait in line for a few minutes until finally one of them opens up for you to use. Sliding the card in you quickly navigate the menu and choose your remaining course, the golem immediately walking away as it leads you to the location of your course, 'Course Field D', which wouldn't be as worrying if it wasn't for the familiar black haired woman sitting silently beside another group of golems. The dagger in her hand spinning rapidly between her fingers making you much more aware of just how much skill the act would require given your own knowledge.

Hesitantly you walk over to the few other Adventurers gathered not far from your likely teacher, the majority of them wearing loose fitting clothing and armed with either daggers or bows you note. Several long minutes pass in silence until you feel a heated gaze focused on you, swallowing you turn and find your soon to be teacher staring at you with a rather hostile gaze. A few moments pass as you stare at each other and then she finally speaks.

"I noticed the beast last time, surprised it learned as well. Impressed, so I'll let these two classes slide. Next time its paid for too or..."

She pauses, the dagger in her hand beginning to glow a faint red as you begin to get the feeling of something being placed on your neck.

"I eat it."

You slowly nod and the feeling passes as her weapon returns to normal, still spinning around in her hands. Satisfied she smiles before turning to the guide now bringing another student to the field.

"Starting today's course, reject further students."

Her dagger finally falls still as she addresses all the students gathered in the field, a total of five including yourself.

"I'm going to give you all a rather simple task for the first fifteen minutes. Sneak up on these puppets while they stand facing away from you. Enjoy~

Course puppets, basic standby mode facing away from field, detection set to low."

You easily notice the smirk she has, the exact same one from when you took her evasion course and you begin to get a rather sinking feeling as the golems set themselves up facing away with about fifteen feet in between each of them. You watch as several of the Adventurers nearby half crouch and begin to slink towards the golems in front of them, it doesn't take long for one of them to mess up as the golem before it spins around to throw a punch. It slams it straight into the crouched figure sending them sprawling onto the ground coughing.

Well this is going to be great...

What do you do?
[] Approach the nearest golem carefully and as slowly as possible, that should be the right method right?
[] Approach quickly while trying to keep yourself as quiet as you can, it'll likely make the golem aware of you quickly but you just need to close the distance before it knows right?
[] Write-in

Gained 7 Experience for discussion in the thread.


Status
Health: Perfect
Stamina: Energetic

Status Effects: None

Level: 3
Experience: 134/400

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 last you remember
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.
 
[X] Approach quickly while trying to keep yourself as quiet as you can, it'll likely make the golem aware of you quickly but you just need to close the distance before it knows right?

We have a quickness to act bonus, let's see if it helps at all.

I'm not really clear how we can pay for Velvet to learn separately, but whatever.
 
[X] Approach quickly while trying to keep yourself as quiet as you can, it'll likely make the golem aware of you quickly but you just need to close the distance before it knows right?
 
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