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  1. - Top - End - #61
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    As Mathwin leaves the Archanorium, a few of the students applaud at his victory. It always feels good to win a duel, and even better the size of the crowd. He begins to walk his way back towards the Town Square in Ascendant Court. While many of the jobs will have been taken, winter has been rough for much of the town. Supplies have been low and adventurers are only receiving word now that the city’s warmth has returned. Hopefully, this means more jobs for Mat to take.

    As he approaches, the sun has begin to fall from the top of the sky some, but there is still plenty of sunlight on this Moonday. He usually is in the Town Square in the morning, when there are many more people, selling, yelling and looking for any copper they can find. Mat prefers it quiet to the usual hustle. He often has to grab the first posting he can get his hands on. He walks up to the center, and gazes upon the long row of boards across the street center. The street is filled with large boards which are usually filled with papers. Not anyone can just walk up and post a piece of paper, they must first go through the Adventurer's Guild.The Adventurers Guild is at end of the street, which is a tall wooden building with grand windows and flags. Inside, people in need of help can speak to one of the professionals, who decide if their request is within the Guild rules. If so, they will pay a small fee, and post their request the following day. An adventurer will then request more information , so that the adventurer and the person in need never meet. But not anyone can walk up to the boards and take a posting, they must first work their way up in ranks with the guild. Each quest is worth different amounts, depending the difficulty. After completing so many “quests”, the can work their way up to take on more and more difficult quests.

    Mat has been in the city for awhile, and worked hard during the winter to be available for higher quests. He is currently up to 55 adventure points. That means he is able to take Rank 1 and 2 guests. Mathwin has never seen a quest above Rank 7, which entailed climbing the Kortos Mounts and scavenging for Dragon bones. Mathwin heard some adventurers leave before winter started, and has heard nothing since then.

    Reading the posts, Mat find the board for 1 and 2 ranks.

    Rank 1 Quests:

    Monsters on the Dock: Troglodytes are attacking Sailors in the morning. 5 GP for each defeated. 2 Quest points for completion.

    Ink on the walls: Local children have been putting graffiti on walls in the Petal District. 15 Gold for catching the children. 2 Quest points.

    Thanks for all the Fish: Fishers needed. 3 day contract, 5 gold each day. 1 Quest Point.

    Magic Show: Local rich family is looking for magician to perform tricks for young mans party. 10 GP, 1 Quest point.


    Rank 2 Quests:

    Bark of any other tree: Looking for adventurer to travel past The Copperwood to find special rare bark for wand making. 50 gold, 5 Quest points.

    Beyond the Sea Protection: Looking for protection against the seas and other possible troubles while traveling to Almas. 100 Gold, 5 quest points.


    Mat looks through all the postings and decides if any of these are worth them time. While looking at them, there are some posting that have been on the wall for awhile. These are more like advertisements for positions or events. Mat look at those posts as well.

    Student admission open at the Archanarium. Initial Exams Wealday.

    Testers for new Alchemical cures, will pay!

    City guards wanted! Protect your city!!

    Exotic Dancer needed at Scarlets! No dance experience needed!

    A slow day at the Town Square, but better options than Mat expected.

  2. - Top - End - #62
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    May 2008
    Location
    Earth
    Gender
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    Default Re: Ale, Fortune and Math

    Mat is overjoyed that several interesting jobs still look available. Looking them over, he laughs at a couple of the contracts.

    Trogs? Ugh, no thank you. I wouldn't be able to get the smell out of my clothes for months. Not enough gold or Quest Points anyway. Not for that job. Almas?! No. I'm in Absalom now. No need to go galavanting off to Andoran.

    Pulling flyers for Magic Show and Bark of any other tree he heads to the Adventurer's Guild building to talk to Bennett about accepting the contracts.

  3. - Top - End - #63
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    As Mat scarfs down what might be the most delicious meat pie he has had in the city, he approaches the Guild hall. The building is quite large, with the flags on Absolom hanging from each window. The large wooden doors creaks when Mat pushes, requiring a little effort to open them enough the enter. Inside, Mat once again gazes upon the Adventure Guild hall. This large room is lit with the sunlight beaming through the very tall windows in this grand hall. The ceiling must be around 40 feet high, and the room 3 times as large. There are many windows to where adventures may stand in wait of accepting positions. Usually in the summer mornings, this hall will be filled with large, reckless, and sometime drunk adventures looking to prove themselves or more likely get gold. Currently, there are a few men and women talking to adventurers that work in the guild, assessing if there contract is appropriate to hang in the hall.

    The hall is basically empty now, the morning rush has subsided and there are not many jobs that are left. You hear a familiar, "Mathwin!" as you enter the center of the room. A large man approaches you, with grand arms and only one leg, The other, however, seems to be held up by a piece of wood lodged together and bound by divine magic. This man, Bennet, you have worked with very much throughout the town. You met him during one of your first nights in the city. Crawling through each bar that you could fine, to find the best ale in town, (and best women) you ended up at Redalfos. Already having more than a couple of Ales, you made good friends with Bannet after hearing his tales of adventure and fortune. You look up to Bennet, not only as a contact for the best adventures in town, but as a combat advisor. Bennet was an adventurer of epic proportions, until the arrow of fiendish drow was lucky enough to strike his knee. He assures everyone that the elf did not get the last laugh, as the drows head now rests peacefully enough as a mantle in the guild. Bennet keeps it there, that anyone can get lucky, and all adventures end at some point. He now runs the guild, promoting glory and quests galore!

    The scar bearing strong man approaches you with friendly demeanor. "We missed you this morning! We had some good jobs today! Business is starting to pick up!" As you mention the jobs you are interested, he walks you over to one of the windows, looking through a few parchments, until he finds the bill for the 2 jobs. "Ah yes, the Magician job. Simple prestidigitation's, basic illusions and the parents want you to try and teach their child of 8 years a simple spell. Although the child can barely even tell a wand from a stick. But the parents are determined to get what their son demands." Bennet looks at you, "This line of work is far above you, but I understand, we all need to pay these redicuolous rent charges."

    He find the bill for The Bark of any other Tree. "As yes! This is more up your alley. Know, to be clear, this request is open to multiple 'venturers. We've had 4 other people take this job. The local wand owner, Jimithy, is looking for a special type of wood to make some specialty wands. The wood is called Everwood, and it is the bark of Evertrees in forest about a days journey northeast of here. Now, the reason it comes to us instead of the carpenters, is because many goblins live in those woods. Gathering the bark shouldn't be hard, but avoiding those damn goblins can be annoying! But you should be able to handle it. If your able to bring 10 logs of Everwood back, he will pay 50 gold for the them. He won't pay any extra if you bring more back, and there is only one more contract open for this quest. So which would you like fair adventurer?"

  4. - Top - End - #64
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    May 2008
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    Earth
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    Default Re: Ale, Fortune and Math

    Mat knows Jimithy well, as he too has an affinity for wandlore and has visited his shop more than once to look for new and exciting wands. The birthday party sounds like more of the job for an illusionist, not his strongest suit. Additionally, he's not sure he's up for the challenge of teaching a petulant child even the most basic of cantrips in a single day.

    I'll take the quest for Jimithy! Mat tells Bennett. Goblins should be no problem. When does the contract expire, or in other words, how long do I get to prepare for this?

  5. - Top - End - #65
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    Bennet cheers your focus on! "That's the kind of focus we need in this guild! You're enthusiasm for adventure keeps me strong! Now let's see, it look like the contract expires in 3 days, and there are 2 other adventures already on the task! However, even if they bring back more, as long as you bring your logs back, you'll get paid! So no need to worry about getting your logs the fastest. Obviously you'll need an axe, and something to bring the logs back on, but besides that, he is a map of where the trees grow in the forest. The trees have dark, almost black bark, with light yellow leaves. You shouldn't have any trouble, the land if free, so you don't need a permit to cut the trees. Just watch out for the goblins, they hate magic! So you should fare well against them!" Bennet swings the contract towards you, holds out a feathered quill and says, "Unless there are any more questions, all I need is the contract signed!"

    The contract looks standard, 10 (2 foot by 1/2 foot by 1/2 foot approx) logs of Everwood for 50GP and 5 quest points, to be brought the Adventurers Guild within 3 days. You trust Bennet would tell you if there were anything else you should know about the contract.

  6. - Top - End - #66
    Ogre in the Playground
     
    AssassinGuy

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    May 2008
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    Default Re: Ale, Fortune and Math

    Mat signs his name and adds a small seal next to it with his signet ring if any wax is provided.

    Shaking Bennett's hand, Mat heads off to the Coins Bazaar to buy an axe, a pack mule for carrying the logs, and to pack his things from the Wandering Wastrel for the journey. Planning on leaving before nightfall, Mat wants to be expedient, but still wary of pickpockets in his errand running.

  7. - Top - End - #67
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    Walking quickly, but not enough to warrent any lost of personal belonging, you are able to make it to the bazaar with much time to spare.

    Spoiler: Checks
    Show
    Mathwin is granted a perception and diplomacy check to find the best prices for the good he needs.

  8. - Top - End - #68
    Ogre in the Playground
     
    AssassinGuy

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    May 2008
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    Default Re: Ale, Fortune and Math

    Mat is searching, specifically, for:
    • An axe
    • Scrolls of Vanish (2)
    • Scrolls of Alarm cast at level 4 (2)
    • Scrolls of Keep Watch (2)
    • A pack mule/pony with saddlebags
    • 3 days of feed
    • 5 days of water


    Spoiler: Diplomacy & Perception
    Show
    Diplomacy:(1d20+1)[16]
    Perception:(1d20)[19]

  9. - Top - End - #69
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    When Mat accepts a contract, his focus is dedicated and unstoppable. Mat is able to find an axe, feed and water for only a single Gold piece.

    Looking for some scrolls to protect himself while on this journey, he is able to negotiate with a local scribe shop to sell him 2 Vanish, and 2 Alarm Scrolls, for 20 gold each. They are currently sold out of keep watch scrolls, as the city buys them occasionally to keep their guards on full alert. They could scribe one for you, but it would take around 2 hours to complete.

    Afterwards, he is able to discuss an agreement with a local stable. If Mat is willing to give the stable the full cost of the Mule (20 GP), he can rent for as long as he wants. If Mat brings the Mule back, he will get 15GP back from the stable, as his deposit.

  10. - Top - End - #70
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Ale, Fortune and Math

    Mat graciously accepts all of the proposed offers, and will swing by the scribe's for the Keep Watch scroll on his way out of the city.

    He names his Mule "Bill", and begins packing his bags for the journey. Hoping to grab a meal for the road, he asks Mistress Oparra for a traveling dinner.

    Spoiler
    Show
    Mat spends:
    1GP on axe, feed, and water
    80GP on scrolls
    20GP on Bill (in hopes of getting 15GP back later)
    and will spend 20 more GP for a scroll of Keep Watch on his way out of town
    Total = 121GP spent
    Remaining = 45GP, 8SP, 10CP

  11. - Top - End - #71
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    After gathering a nice meal for the road, and speaking with Oparra about not staying the night few nights, Mat begins his journey.

    As he walks through the town, he passes through the very quaint, yet beautiful Petal District. The district is always adorns with flower sellers, trying to make a few gold off of the name, and many specialty shops. He notices that a tea shop that had the most wonderful elven tea seems dark. the shop was fairly new, and sometime they don't make enough to afford their rent. Many of the other shops are prepping for supper, as well are many families when he gets closer to the Northwest gate. Children are playing in the streets. Mat knows that children who live in this district are taught not to steal, as most parents of those children are of a somewhat higher class.

    As he approaches, he gazes upon the large arch that surrounds the 50 foot tunnel between the outside city. Lighted with torch fire, the tunnel is stationed with guards on the exits, and a few guards on the inside as well.

    Spoiler: Check
    Show
    Mat is granted a perception check.

  12. - Top - End - #72
    Ogre in the Playground
     
    AssassinGuy

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    May 2008
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    Default Re: Ale, Fortune and Math

    Walking Bill through the city, Mat remembers his own childhood. Growing up in a family of some means was mostly enjoyable, but he always envied the children playing outside while he was stuck inside with his tutors. He feels slightly sad for the elven tea house, but admittedly would prefer a fine wine to even the best tea. Heading through the tunnel out of Absalom, Mat braces himself for adventure, hoping to get at least a mile away from the city's walls before nightfall forces him to make camp.
    Spoiler: Perception Check
    Show
    Perception:(1d20)[18]

  13. - Top - End - #73
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    Mat stares at the guards while walking towards the gate. He notices a guard staring back at him. The guard nods his head at Mat, and continues to looking through the crowd. Mat knows that many of the guards are put in place because of outside attacks that happen occasionally. They also stop seedy looking travelers, and even some homeless people from entering the city.

    As Mat leaves the somewhat dark tunnel, the darkness plays it trick, and the sun seems to be burning a little less bright. There is still a few hours of sunlight, plenty enough to get a good head start to his destination. He begins walking towards the Copperwood. This town is mainly inhabited by day laborers in the city. Many of the buildings are stone built, and some have built their own houses on the outskirts of town, from log and mud. Many people are walking around him, going home for the evening. He sees many dock workers, guards and even some students from the Arcanamirium walking alongside, tired from the day.

    As he gets closer towards the town square, he hears a chatter coming from aruond the corner or so. The daylight is ending in about 2 hours, but he’s almost out of the Copperwood.

  14. - Top - End - #74
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    May 2008
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    Default Re: Ale, Fortune and Math

    Mat continues on through the Copperwood area, hoping to find himself alone on the road at nightfall. Something itches in the back of his mind, and he wants to ensure that he's not being tailed. Once he's reasonably away from the Copperwood, he'll set up camp and bed down for the night.
    Spoiler
    Show
    Perception:(1d20)[11]

  15. - Top - End - #75
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    Mathwin ignores the chatter as he continues his walk through the Copperwood. Constantly adjusting himself, to see if someone is following him, Mat waits for each person walking from the city to finally take a turn into a home or down a street. At one point, he sees a few children running down a street yelling about something they've collected, but he is unable to tell what, before they meet their parents at their house.

    The sky turns a orange glow as night begins to approach on the sky. Mathwin knows he has about an hour left of light. To make it to the Everwoods, he has about a half a days journey to go. Forst through the Copperwood forest, then the Grassplains, then the forest. The road ahead is a peaceful one for the most part, with the occasional bear or animal looking for a fight, but Mat is confident he can defend himself, and more importantly Bill. Mat see's on the edge of his view the beginning of the Copperwood Forest. Before he can assit any further, a women yells at him, "Best not go through the forest at night. Never know what could come out and get ya!" Mat sees a mid-aged female standing at a doorway to a medium sized house, her clothes that of a poor person, and the hands of a farmer. "Of course you could always stay here the night. 3 coppers for a nice bed. 'Fraid we only got food for us, but it beats laying on the ground, we know that!"

  16. - Top - End - #76
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Ale, Fortune and Math

    Re-thinking his original plan, Mat turns to the woman.

    That's certainly kind of you, Mum. I do believe that I will take you up on that offer, but I won't take a bed for less than a silver. I insist.

    Giving the woman his most winning smile, Mat ties up Bill outside and begins to unpack his things. My name is Mathwin Lora. May I ask your name, my most generous lady?

  17. - Top - End - #77
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    The women is shocked at your request to pay more for the night. Her short brown hair is messy and tangled, and there is still a lot of dirt on her hands and fingers. Visibly shaken, she suddenly snaps out of her shock, stuttering, “Please sir, come in! Come in! My goodness it’s been ages since anyone’s called me a lady. I’m Laudra.” As you enter the home, you see basic wooden furniture and a few candles which give the room some light. There isn’t much of value in this home, but you can see a few wooden blocks in the corner, and a wooden sword that has seen the rough side of a tree. “Oh that’s Frankie’s toys. My son, he’s off playing right now, should be back any moment.” She walks through the door and yells for her son. “He won’t be any trouble m’lord.” She tries to straighten up, hoping to hide the fact that they aren’t well off.

    After a minute, a small child no more than 6 runs into the house very excitedly. When he sees you, he stops in his tracks. Without a word he runs to his mother and gives her a hug and hides behind her. “Oh don’t be afraid Frankie! This is a nice man, Mathwin. Say hello and go wash your face.” The boy stifles out a quiet hello and runs up the stairs. “Let me show you to your room!” She leads you to a room on the same floor, with a bed and small window. “I told you it ain’t much, but the ground gets mighty cold at night.” Is there anything else you need m’lord?”
    Last edited by Leomor; 2015-08-31 at 10:45 AM.

  18. - Top - End - #78
    Ogre in the Playground
     
    AssassinGuy

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    May 2008
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    Default Re: Ale, Fortune and Math

    Wishing he could do more for the kind woman, Mat doffs his hat and makes his most flourishing bow to her. It is most kind of you, mum. I'm sure this will do nicely. When you can spare him, would you send the young master of the house in? I wish to have a word with the lad. And, begging your pardon of course, should I be expecting your husband to return home shortly?

    Mat rolls up his sleeves, revealing the Varisian tattoos running up his forearms. Is there anything I can help with my lady? Chopping wood for the fire? Perhaps a bit more light than these candles can afford?

  19. - Top - End - #79
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    Laudra calls for her son. She looks at you humbly, softly saying, “Frankie’s father is out at sea. He hasn’t been back for two winters. He’s a captain, when he isn’t off screwing whores- begin pardon sir. A lot of history between us. Happy he left honestly. I actually enjoy the quiet simple house, just to two of us.” Frankie coming up on the side of Laudra’s leg. “Frankie does a great job with wood and chores, you should see the pile out back! We do well here sir. It may not be much, but we have each other. And we’ll get through anything.” She motions Frankie towards Mat, and he slowly walks forward. She walks off into the main room, then brings a pot outside into the fire pit to let it steam. Frankie is not exactly sure how he feels about you, looking down at his feet.

  20. - Top - End - #80
    Ogre in the Playground
     
    AssassinGuy

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    May 2008
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    Earth
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    Default Re: Ale, Fortune and Math

    You needn't fear me lad. D'you like magic? Mat has yet to find a child to answer "no" to this question.

    Mat's tattoos briefly glow amber as he draws on their power to produce four glowing spheres of light that dance and swirl about the room.
    Spoiler
    Show
    Use Dancing Lights spell like ability.
    Hoping to gain the boy's favor even more, Mat produces a shiny copper piece. You keep my mule, Bill, fed and watered and this is yours. If I still have everything I came here with tomorrow, you'll get another. He flips the coin to the child.

  21. - Top - End - #81
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    The boy, still entranced from the magic, grabs the coin and shakes his head furiously. With a huge smile on his face, he runs out of the room and the house. As you walk outside, you see Laudra stirring her pot and tasting a stew like meal. Frankie runs towards Bill, slowing down when he gets close enough. After a few seconds, he begins to pet the mule and feed it some of the feed from its bag. You can tell this child has taken care of animals before. Bill will be in good hands.

    You sit down to a nice meal with Laudra and Frankie. They tell you of the happenings in the Copperwood as you regale them with tales of your duel the earlier day. Frankie is very amused at your pants tactic with Loto. You find out that Laudra is a farmer, she plants and workers at a town farm. Apparently, she is very good at it, growing all types of crops for the town and city. Most of Laudra’s stories are of infidelities and indecent men during harvesting, who usually get the hard side of a sack of potatoes. She tells a particularly funny story about City guard who tried to steal some lettuce, but ended up taking a Dragen Knot, which resembles the same size, but when eaten raw, makes your hair fall out!

    Once Dinner is over, Laudra sets Frankie to sleep as the house quiets down for the night. She comes in to check and see if you need anything else before heading to bed.

  22. - Top - End - #82
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Ale, Fortune and Math

    Smiling at her, Mat shakes his head. I'm fit as a fiddle, mum. Thank you. After she leaves, Mat beds down to sleep but keeps his wand bacer on in case of emergency.

  23. - Top - End - #83
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    Spoiler: Granted check
    Show
    Mathwin is afforded a peception check.

  24. - Top - End - #84
    Ogre in the Playground
     
    AssassinGuy

    Join Date
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    Default Re: Ale, Fortune and Math

    Spoiler: Perception
    Show
    Perception:(1d20)[2]

  25. - Top - End - #85
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    Mathwin is deep asleep, when he feels a strong yet soft hand gently flow through his hair. Before he can jolt awake, he hears a soft, "Shhhh." In the moonlight is Laudra, fully nude, who seemingly wash the dirt from her hands and face to reveal a beautiful, and blushing women. Before you can say a word, she kisses you. After a passionate kiss, she holds a small root in front of you. You have no doubt in your mind what this root is. From the shape and smell, you can tell this root is Shelyn's Hedge root. Eating this will prevent the male from bearing children for 7 moons. Laudra says softly, "I grew it myself. I made sure to sprinkle some in your dinner when you weren't looking."

    What she didn't know, is that you are currently on the root, and still had 2 days until it's effect wear off.

    Spoiler: Effects
    Show
    Mathwin is granted the effects of Shelyn's Hedge for 7 days.

  26. - Top - End - #86
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Ale, Fortune and Math

    Mat thinks, Eh, why not?
    He leans into it.
    Spoiler
    Show
    (1d20)[16]

  27. - Top - End - #87
    Barbarian in the Playground
     
    MonkGuy

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    Feb 2015

    Default Re: Ale, Fortune and Math

    Mathwin awakens early the next morning. Sun has just shown itself. The room is empty except for Mat. Looking outside his small window, he sees a enthusiastic Frankie combing Bill's short mane with a hand, and feeding it with another. Getting up, Mat sees the door open just little bit. Laudra is cleaning what must be breakfast for the two of them. She looks into the room and catches Mat's eye. She smiles.

    After Mat takes the time to prepare his spells and eat, Matwin gives Laudra the silver for the bed, and the other copper to Frankie, for keeping such fine care of Bill. Laudra leaves no kiss, but a wink and safe travels, as she must head to the town garden early. She smiles with a bright shine in her skin, yet and simple sadness in her brow. She enjoyed your company, but is sad to see you go.

    As they leave, you see the Copperwoods beaming with sunshine. The Everwoods should only be a half days journey from here, pending any trouble.

  28. - Top - End - #88
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Ale, Fortune and Math

    Mat prepares spells expecting to run into Goblins. If you always prepare for the worst, you're often pleasantly surprised, he thinks to himself.

    Before leaving, Mat lightly brushes the cheek of Laudra and thanks her for her hospitality. Walking with Bill towards the Everwoods, Mat is keen to avoid any surprises. At every opportunity he casts a minor spell that boosts his observational skills and cast another if he becomes particularly distracted for any reason. He is also looking for any signs that Bill senses or smells danger nearby.
    Spoiler
    Show
    Mat walks towards the Everwoods, casting Sign of Discovery before making his Perception checks and casting Double Take afterward for any roll less than a 15. They are both Cantrips and can be cast at will. Also I want Bill to be making Perception checks and using his scent ability.
    Perception: (1d20+2)[17]
    Double Take if less than 15: (1d20+2)[18]

  29. - Top - End - #89
    Barbarian in the Playground
     
    MonkGuy

    Join Date
    Feb 2015

    Default Re: Ale, Fortune and Math

    The Copperwoods stretch for a long while, which isn’t so bad, because the forest is always a beautiful sight to see.
    Copperwoods

    Mathwin walks for a few uninterrupted hours, enjoying the silence of the woods. He eventually notices the vibrant colors of the trees begin to fade little by little, meaning he is reaching the end of the forest. As he colors leave the treetops, he hears the sound of whistling coming from the woods. Looking around, Mat sees a middle aged human, pushing a cart of black wood with him in a cart.
    Last edited by Leomor; 2015-09-01 at 09:02 AM.

  30. - Top - End - #90
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Ale, Fortune and Math

    Ho! Yeoman! Mat yells. Am I on the right road to the Everwood? Mat knows very well that he probably is, but he wants to strike up a conversation with the man.

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