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Re: GREYFORGE: Visions of the Hoard

Posted: Tue Apr 28, 2015 9:52 pm
by Longman
The two goblins were very poor and did not even have leather armor. Their weapons were in bad condition. You notice some tribal tattoos identifying them as members of the Broken Spears, but obviously they are not very high ranking ones. One of them had a large bruise on his chest, that you didn't cause.

I'm not sure what time it was, but it doesn't matter because they do not come back and nor does anything else that night. So, it is now morning on the 5th day. You are in 004, IIRC. It is once again very sunny, meaning it starts out misty and fines up at about 9am.

Image

BTW, how much food did you bring?

Re: GREYFORGE: Visions of the Hoard

Posted: Tue Apr 28, 2015 10:12 pm
by Grendelthebrave
Morning of day 5! wow time flies. And I'm glad you brought it up now, before the gang is out of food, but they brought 7 days of rations. And since Milly gave some rations to the Owl, she'll only have one day left. I guess it was pretty dumb of me considering that I knew how many EP a person could spend in a day. Oh well, time to deal with it.

Thann will give give an 'I told you so' look to Chevo when he complains that they're almost out of food. Looks like today is a hunting/scavenging sort of day. Is there any sign of the cookfire that the party was smelling the night before? If there is, the group will approach cautiously, probably sending Thann. If not it's heavy exploration/hunting time.

The group will spend some thorough EP(3) to the north in O03, then 3EP to the East in P02, trying to snag some game with their shortbows, and leveraging Milly's knowledge to forage some berries or mushrooms or whatever might be edible.

Re: GREYFORGE: Visions of the Hoard

Posted: Wed Apr 29, 2015 12:30 am
by Longman
First things first - you do scout around and after about half an hour you find their campfire and camp, to the north of your camp by about half a mile. It is now abandoned, probably last night.

None of you actually have tracking, but it's not hard to spot that there were human footprints here lately, as well as goblin ones. Yo think it was just one human as well as numerous goblins. You can't tell when they left, or which direction they went.

In this situation, I am going to ask if Milly wants to deliberately have a vision of recent events in this place. If you opt to do this, you are effectively choosing one of her spells - let's call it 'Place Read.' She actually has 4 spells in total but you do not know exactly what they are at this point. She can only cast one of them deliberately, so chose carefully.

Soon, I will post some stuff about Seer magic. Make your decision after reading that.
PS - check the OOC thread as well.

SEER MAGIC

Posted: Wed Apr 29, 2015 1:07 am
by Longman
BACKGROUND on SEER MAGIC

Seer Magic is fairly common in the New Kingdoms. Most people will know at least one person who has the gift, or claims to. And most people would believe that the powers of a true seer are real.

But, it is also mysterious. One cannot simply decide to become a seer. It seems to be inherited through a bloodline found only in human beings, and most commonly in women. Some families throw up a fair number of seers, while other families skip many generations before producing one. Milly's great aunt was a seer. Before that, it is unknown if there have been any other seers in the family.

This type of magic cannot be taught, although some time spent with a mentor can benefit an untrained seer in controlling his or her existing powers. But, the development of new powers happens spontaneously and seems to be based on the interests of the individual seer. Thus, there is no way that new powers can be taught by one seer to another.

The Church is ambivalent about seers. If they can persuade a seer to work within the Church hierarchy, they may proclaim them a prophet, especially if their visions are spiritual in nature. If the seer has more mundane dreams, then the Church will often leave such a person alone, as being relatively harmless. Such Seers often find a trusted place in village life and are consulted on all manner of things, from the best time to plant crops or have weddings, to the likelihood a certain relative will die this year. It takes an unusual and outspoken seer to be branded as a heretic by the Church.

Some seers make a living selling their gift in marketplaces. Some of these are charlatans and prove to have no power at all, but most have at least some ability.

There is a widespread theory – which could be a myth – that the blood of the seers used to be far more powerful, and that in their heyday before the goblins came, the seers kept themselves to themselves and only married with one another. Back then, they were capable not merely of seeing the past and future, but also of influencing events there.

But now, the bloodline has grown weaker with each generation, so that the average seer nowadays has only a few powers at their disposal, and these are weak in comparison with the seers of old.

Re: SEER MAGIC

Posted: Wed Apr 29, 2015 1:15 am
by Longman
MILLY’s SEER ABILITIES (at Level 2)
(Magic Roll = +3 for her Intelligence bonus, +2 for her caster level = +5 in total).
Spell Points: 5

1 – Dream. A 10-second, third person glimpse of a place, in the future or the past - So far, these have been extremely varied and have included vision of recent events as well as possible future events. Most of Mi;;'s magic so far has been of this kind.

Milly can’t tell the difference between past or future, at this time. Milly has been having these dreams all her life. They begun happening with increasing frequency when she came of age. Length of the dreams can be extended with a successful Magic Roll (DC 15).

2 - Place ReadDELIBERATE. A 3-5 second glimpse of events that happened in the place Milly is now in, but sometime in the past. Length can be extended with a successful magic roll (DC 15). This allows Milly to see what has been happening recently, in places, or with groups of people or creatures.

3 – First Person Flash

Milly gets a first person glimpse through the eyes of another creature, 3-5 seconds. Flashes seem to happen in the exact present time. This has not happened to Milly very often.

A successful magic roll at DC 15 may extend the first person flash for 5 seconds.

SPELL POINTS PER DAY. and CASTING.

Milly has 5 spell points. At the moment, the initial ‘casting’ of a spell is free. (Extending spells is the thing that costs points.) However, the initial casting is also entirely random and up to the Dungeon Master as to when it might happen. Stress or combat may also trigger a flash at an unwanted time and leave Milly standing there helpless for 3-5 seconds, using up her main action for the round.

One of these three spells listed above can now be chosen for deliberate casting, if desired. This will require a successful Magic Roll if in combat. (If not, Milly can automatically get a successful casting roll within one minute.)

Deliberately casting a spell costs a spell point. Extending it costs additional points.

(Milly also has another 1st level spell but it hasn’t happened yet and is a surprise.)

Re: GREYFORGE: Visions of the Hoard

Posted: Wed Apr 29, 2015 1:11 pm
by Grendelthebrave
Milly will look around at the extinguished fire and the mess of footprints, and concentrate, trying to see what happened here. While the rest of the party scratches their beards looking at the tracks on the ground.

*Place Read it is!

Re: GREYFORGE: Visions of the Hoard

Posted: Wed Apr 29, 2015 5:39 pm
by Longman
Milly the Hintmachine!

(Place Read is now her spell of choice. She'll get more control of her powers when she goes up a level).

Yep, after a about 30 seconds of trying, she gets a 5 second view of two small goblins, one of whom is injured, hastily unpacking the camp that you are currently standing in. A human being - an Aleut male - has been tied up, and is standing, gagged so he cannot speak. He looks quite old.

It's a miracle they haven't killed him and eaten him, so you have to assume there is some reason for keeping him alive.

At this point the vision falters. If you want to spend another spell point on another vision you may do so - no guarantees what will happen.

Re: GREYFORGE: Visions of the Hoard

Posted: Thu Apr 30, 2015 11:54 am
by Grendelthebrave
That is quite the revelation... in an effort to possibly determine where they took the poor man, Milly will exert herself some more of what happened when the goblins finished packing up their camp.

Re: GREYFORGE: Visions of the Hoard

Posted: Thu Apr 30, 2015 6:34 pm
by Longman
OK - spellpoint 2 for the day.

Something goes wrong. Milly gets a quick glimpse of the campsite, but it was probably earlier yesterday, when all four goblins were present, as well as the captive human. But there also seems to be something else there too - a squat shadowy figure, just out of range of her sight, which is moving slowly around the edges of the scene. It is like a patch of pure darkness in roughly humanoid form.

As soon as she sees it she becomes afraid. Then, her vision goes blank. The other characters wait for her to re-emerge from her trance, which is normally only about ten seconds long. But after a minute or more, she has not come out.

What do they do?

Re: GREYFORGE: Visions of the Hoard

Posted: Thu Apr 30, 2015 9:12 pm
by Grendelthebrave
Chevo and Cholum look at each other, confused. The tension slowly rises as Milly remains unconscious for 30 seconds, 40, one minute...
Thann shakes his head at the two goons, walks over and slaps Milly across the face, then mutters something about how it worked when Chevo became incomprehensible at his 30th birthday back at Greyforge...