[X] Use your rope and the Monstrous Corn corpses vine arms to tie everything together and bring it back to the Guild, these things should be durable enough to drag on the ground after all.
-[X] Before you leave, get a good look at it, then get as good a description of the corn-tree as you can manage written down once at a safe spot
[X] Use your rope and the Monstrous Corn corpses vine arms to tie everything together and bring it back to the Guild, these things should be durable enough to drag on the ground after all.
-[X] Before you leave, get a good look at it, then get as good a description of the corn-tree as you can manage written down once at a safe spot
[X]Give Velvet 0 experience
[X] Use your rope and the Monstrous Corn corpses vine arms to tie everything together and bring it back to the Guild, these things should be durable enough to drag on the ground after all.
-[X] Before you leave, get a good look at it, then get as good a description of the corn-tree as you can manage written down once at a safe spot
[X] Use your rope and the Monstrous Corn corpses vine arms to tie everything together and bring it back to the Guild, these things should be durable enough to drag on the ground after all.
-[X] Before you leave, get a good look at it, then get as good a description of the corn-tree as you can manage written down once at a safe spot
[X] Use your rope and the Monstrous Corn corpses vine arms to tie everything together and bring it back to the Guild, these things should be durable enough to drag on the ground after all.
-[X] Before you leave, get a good look at it, then get as good a description of the corn-tree as you can manage written down once at a safe spot
[X] Use your rope and the Monstrous Corn corpses vine arms to tie everything together and bring it back to the Guild, these things should be durable enough to drag on the ground after all.
-[X] Before you leave, get a good look at it, then get as good a description of the corn-tree as you can manage written down once at a safe spot
After a moment's rest you dig the rope you'd left unused for so long from your bag for the greatest purpose you could possibly have granted it so far, to act as a method to haul your future wealth. In total you set about tying seven of the Monstrous Corn remains to the rope through a mixture of clever looping and simply using the plant monsters' arms as extra binding.
By the time you are done you have a rather heavy rope laden with the bodies of your enemies, it's a rather grim sight even with their rather comical appearance all things considered. After all it is going to be a literal trail of dead behind you as you drag it all back to the Guild to turn in, but you seek some solace in your achievements this day. Two groups of five did you face down, already wounded by a wolf before, and still you came out the winner in this particular test of martial might.
A small achievement in comparison to the greater deeds of others, and an incredibly minor boon to the greater whole of the Kingdom yet still... it is yours. Half smiling, you look towards the forest and contemplate going for another look at the creature growing at the center of the thicket but decide against it. An intense fight may have come between your last sighting of it, but you are not of such feeble memory that you won't remember such an incredibly strange tree like monstrosity.
You had experienced a lot in the past few weeks, and still that thing is most certainly the strangest of it all. Gods you could understand, magical works the Guild has by the dozen you can comprehend, a great speaking flame which gives rise to bringers of change is something shrouded in pure uncertainty, but that? That is pure weirdness and oddity given life in your mind.
Sighing, you give one last pat to Velvet before cramming two of the smallest remains in your bag and tucking the last under your arm before hefting the corpse laden rope. As you drag the blasted thing back through the fields and towards the town you can't help but to remember a saying of the Death priests.
"All things in the lands are destined for death, how they are used before and after is what one should focus upon."
You mutter as the road appears in sight through a split in wheat fields.
---
Your return trip to town is uneventful aside from stares and quizzical glances at the procession of dead plant beings pulled behind you, the guards bemused glances being the worst of the lot truly. As if they found the sight of a battered, disheveled scholar trailing what amounts to slightly dangerous pests quite the hilarious sight. A part of you suspects several stories may pass through the barracks later of the scholar who set out to slay corn like some kind of knight in the tales...
By the time you finally make it through the town streets and to the Guild Hall it is a fair deal into night, the moon casting brilliant silvery light upon streets surprisingly well traveled by a mixture of the regular guard patrols and what are likely travelers looking for a night's revel. Upon entering the Guild Hall you find a few Adventurers heading towards one of the Guild's wards or leaving, Liara sitting still behind that counter with her usual small smile upon her face. She turns to a radiant one when you pull your haul over to the counter, sweat readily pouring down your face and back while your robe has begun to cling to you to some degree from the sheer weight of it.
"It would seem you've done quite well today Mr. Stitch, I can go ahead and process everything you've brought in if you would like, leave the requests open for you right?"
She asks, and you answer merely by nodding wearily as you move to unravel your kills from their impromptu resting place. However, before you can act you find Liara crouched in front of you already, a blur passing your vision, and all the Monstrous Corn freed from the knots you'd worked to keep them attached. With ease and a much slower speed than what you just witnessed, Liara begins piling the things onto the counter and you deposit those in your bag onto it as well.
Standing this close to her you manage to notice something that had evaded your attention the few other times she had been so close, being so near to her you can feel the area around her is warmer than the rest of the Hall. It's quite hot in fact, like someone has lit a fire and it's just following her around...
Your thoughts are cut off as she turns and looks at you curiously, her usual false smile turning into that all too well known mirthful grin she displays any time she breaks her perfect receptionist persona. She winks at you before hopping across the counter, the heat leaving with her this time as well, before resting on the far side.
'How did I not pick up on that the times before? Now that I am aware of it I can say for sure every encounter before was like this, but I just... never reacted?'
Breaking your thoughts, Liara speaks up with a playful voice,
"I have an offer for you John to celebrate your first, rather successful, day of hunting bounties. How about I take you to Kalia's Plate for a meal, my treat of course, you'd need to eat anyway right?"
You can't help, but to stare at her with some level of uncertainty considering that the place she's suggested is only frequented by the wealthiest of the towns people, the Lord himself included. Fitting in to such a place would be incredibly hard for one such as yourself, especially given your current attire, but to get to sample food that even a noble approves of...
What do you do?
[] Agree to go eat.
[] Refuse, you'd rather eat a quick meal at the inn you find and sleep for the night.
Status
Health:Battered, Bruised and in Pain(Bite wound on left arm, hastily bandaged, moderate pain from several exploding monstrous corn and numerous blows from their vine arms) Stamina:Fatigued
Status Effects: Fatigued (-3 to all rolls), Slightly Sleepy (-1 to all rolls), Hungry (-3 to all rolls)
Dominate Writing - Blunt Mastery Basics - Using a copy you made of the basics required to wield a blunt weapon in battle effectively you have gained the knowledge and experience required exactly for that. When using a blunt weapon you will be more capable of striking the enemy with ease. +5 to Attack Rolls made with Blunt weaponry equipped.
Lasts until end of the day.
Level: 3 Experience: 202/400
Guild Rank:Porcelain (0/40) Hidden Features: Unlocked Instructors in the Guild Store Current Booked Courses: None
Estimated Time of Day: Late Afternoon, nearing sunset
Titles
They Who Seek the Crown (Level One, 16/25) - 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 Scribe, Pragmatic Scholar - A scribe'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. A scholar's duty is to learn. Obtain knowledge, study books, and understand the world around them so that they may use it to help themselves or the world at large. You seek simply to perform your work to the best of your ability, further your grasp of knowledge 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.
Scribe 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.}
Scribe 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.}
Scribe Code III - Judgement is the employer's job. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
Scholar Code I - 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.}
Scholar Code II - Sometimes a price is required to learn, that price must be weighed against the knowledge to be earned carefully for while some may be worth the cost, not everything is. {Gain 4 bonus experience when learning knowledge of acceptable price, lose all experience when learning knowledge whose price is too high. May be entirely unwilling to learn something if it comes at a great cost. Only applicable to certain information/skills/traits/abilities, will be noted when it is.}
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.
Sorrowful I - In your quest for knowledge you chose to use your power on a creature near death and in doing so formed a mental bond much as you did with Velvet, and for the first time you now understand death. The pain and the fear, you felt every moment of your subject's death and knew you could do nothing. To make it worse, when you gave it mercy you could sense the betrayal literally assaulting you through your connection and now you understand fully the power you've been given. Such a thing, you know it will haunt you for even now it tears at you and weakens your will, your certainty in your goals... Pragmatic I -As your travel down the path of both Adventurer and Scholar you have come to understand more about the world. Of the kindness it contains, of the cruelty that lays hidden in it, and the things you may come to be asked in pursuit of your dream. A step towards pragmatism has been taken, a small one but still a step. Such pragmatism may assist you greatly, or it could drag you to an early grave. Only time and actions will tell.
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, 22%) - 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, 88%) - 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, 60%) - 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, 92%) - 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, 67%) - 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, 44%) - 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. Stealth (Learning Beginner, 95%) - You have begun to grasp the simplest aspects of being stealthy, mainly softening your footsteps and avoiding a target's sight. You're quite close to putting this to effective use in the field, but need a bit more training or practical experience. Blunt Weapon Mastery (Learning Beginner, 68%) - Wielding a blunt weapon in a fight is a comparatively simple action, a combat style that is easy to learn the basics of from what you've experienced in combat and what you gained from the page you dominated.
Abilities
Domination (Level One, 8/25) - 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: 1/1]
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 Wooden Club [Damage: 3, Blunt, Grip and Wrist Strap (Harder to Disarm)] Off Hand - Iron Kite Shield [???]
Armor - Plain Scholar's Robes [???, Tear on left sleeve, bloodstains]
Easily Accessed Items
Iron Hand-Axe [???]
Simple Iron Dagger [Damage: ???, Attack Speed: 2, Slashing]
Skinning Knife
Scholar's Writing Instruments [1/4 sheets of paper]
Dominated Greenpelt Wolf Fangs
Canvas Backpack [9/10]
- Ten Foot Rope
- Bundle of Clean Rags [9/10]
- Archbishop Julian Vandamule's Sealed Scroll
- Wooden Storage Box [Can hold up to twenty herbs (varies based on size) | 3 Poor Quality Golden Leaf, 2 Average Quality Golden Leaf, 3 Perfect Quality Golden Leaf | 8/20]
- 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)
- Piece of Leather [5/10 Units left]
- Six pounds of Greenpelt Wolf Meat [2 Days left until it spoils] wrapped in Greenpelt Wolf Pelt [Poor Quality, About 70% intact]
-
Belt Pouch[4/4]
- Flask of Oil [3 Units of Oil Remaining]
- Container with Six Vials [0/6 Filled]
- Flint & Steel
- Waterskin [4/6, Clean Water]
Health:3/8
Status Effects: Hungry (-3 to all rolls)
Level: 2
Experience: 23/40
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,19%) - Increases the Difficulty to Hit by 4. Fighting (Beginner, 1%) - +3 to Attack Rolls when fighting.
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.
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. A 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.
Current Contributions:10 Monstrous Corn corpses
Payment: Variable Money, 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.
GM Note: You know, I've had the goldleaf quest with a set reward for gold leaf regardless of quality this entire time for some reason and managed to miss it for basically the entirety of this quest's running time... Perhaps my greatest fail yet, i shall begin furiously facepalming now.
If you mean about the monstrous corn tree thing then nah. It'd take days at least for John to actual begin forgetting details, if at all, for what is literally the fourth monster he's dealt with in his entire life. And the outright weirdest of them.
I really don't know what to do here. Liara generally helps us out, and she did say it was her treat, but I can't stop suspecting a catch somewhere. Maybe the food has special healing powers, but John is embarrassed the entire time he's there because how badly he stands out? I really hope the food has special healing powers anyway.
I really don't know what to do here. Liara generally helps us out, and she did say it was her treat, but I can't stop suspecting a catch somewhere. Maybe the food has special healing powers, but John is embarrassed the entire time he's there because how badly he stands out? I really hope the food has special healing powers anyway.
I think the catch will be that we owe her another favor, she did say it's her treat, and it is a very expensive place. I don't know about you but I don't want to have to do another favor for the incredibly suspicious guild lady.
[X] Refuse, you'd rather eat a quick meal at the inn you find and sleep for the night.
...That's weirdly relieving that she's offered that to us.
The heat her body gives off..Or is that her magic? It might be a useful hint...
She said her treat too, so I think it'll be okay?
I think the catch will be that we owe her another favor, she did say it's her treat, and it is a very expensive place. I don't know about you but I don't want to have to do another favor for the incredibly suspicious guild lady.
[X] Refuse, you'd rather eat a quick meal at the inn you find and sleep for the night.
I don't think she can claim a favor because she said it was her treat, which she did NOT say when offering the vial. However, I do suspect that there will be some sort of downside. Maybe she insists on embarrassing him in front of some important people?
Yeah it might be a custom job thing. Maybe pay up for fire retardant?
That option earlier got me thinking that we should experiment with our oil flask and making fire bombs. Could be a nice leg up against undead. Maybe the alchemist could give us some ideas? Something to mix the oil with for better effect? Maybe even do it like the original Molotov and have a second ingredient that when mixed with the oil causes combustion?
[X] tell her that you can't go there with your current bloodied and tattered clothes. Though if she can lend you some proper attire as well, then sure!
Unless the Scholar's Robes give a bonus to Scholar activities like research and writing (which they very well might, since we haven't Identified any specs it might have),
then I'm not interested in spending money on buying an identical replacement. I'd rather save up for armor that's actually designed to protect us, and just clean and patch our robes.
Hopefully the reward from the Golden Leaves we'll turn in tomorrow will go a long way to this, I'd really like to get it before the Undead excursion. We also need to sell the Green Wolf pelt. Putting it on the Guild Market would be most convenient, but since we have no reference for what it's worth, we're probably going to have to sell it directly to a store (which one would most want it? Is there a leather worker, or do we have to offer it to the Smithy or the General Store?).
[X] Agree to go eat.
-[X] Suggest you ought to take a little time to get cleaned and patched up before going.
-[X] Describe the Monstrous Corn Tree you saw and ask if it's a hazard that needs to be destroyed ASAP. If it is, it's probably best if the Guild knows where it is so it can be stamped out. If not, then you can keep its location to yourself until you decide what to do about it.
She said it's her treat, which should mean we won't owe her for it. John's probably going to stick out among the nobles with his torn and stained robes, but I don't care if he's seen as strange because, well, he honestly is.