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![]() GM: I am going by the take twenty rules which stipulate that one can indeed take twenty on a roll (that is a skill your trained in) so long as they are in a non hazardous situation... This most certainly counts as such, Sarvin has a base of 9+ to knowledge (history), the library gives him 10 and taking twenty gives him 20. 20+10=30+9=39 If your going to amend the roll twenty rule make it a houserule and put it in campaign info. http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Take-20 I am doing everything by the rulebook GM. ![]()
![]() GM: Not quite a believer, I do believe that the evidence points to it but it is not absolutely conclusive... One way we can puzzle out the question is to figure out when it was built, from there we can extrapolate the political and military situation of this border between the two kingdoms. By doing this we should be able to deduce who had the greater motive to build it... What I would give for a Thassilion tomb of a high ranking official at this moment, from what I remember of them each and every tomb that was found contained the writings of those interred within. Old Light would probably not been left unguarded if it was a weapon of the sheer magnitude your suggesting, lets pull out some maps and read some books of Thassilion history and see what we can find... knowledge (geography)1d20 + 9 ⇒ (3) + 9 = 12 Sarvin will take twenty on a Knowledge (history) check for a grand total of 39, rolling the knowledge (geography) check. ![]()
![]() GM: Where all the ambitious scholars begin, we learn what knowledge we have and what knowledge we don't... Once we know what we don't have we ensure that we get the missing knowledge... I believe that you have a point concerning the purpose of Old Light, to confirm that it was a weapon however we have to do several things... First is we have to figure out why they built it, what kind of enemy justifies such an enormous and we must assume powerful weapon? Secondly how did they exactly power such a weapon? Did they store all the necessary magical energy on site or did they attempt to decrease the chances of an accident by storing the necessary power somewhere else? And if they did that what did they use to store the power? These questions need answering... For I feel that old Thassilion in stirring, witness the Korvosa Academae... Every few years a student or someone else comes out an enchanter of far greater power then they should be, they all have one thing in common... The spells they use are remarkably similar in form and language to the spells of Thassilion... ![]()
![]() Sarvin will move down roughly half of the walk way and fire his crossbow (Sarvin always keep its with an arrow already mounted) at the nearest goblin all the while shouting to both draw the attention of villagers and to distract the goblins... attack1d20 + 3 ⇒ (9) + 3 = 12 damage1d8 + 3 ⇒ (7) + 3 = 10 ![]()
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Sarvin pockets the spell book into his robes and speaks as he hears the scream... Now of all times...I wonder if goblins can be transmuted into gold? If so I'll be the richest tiefling in all of Varisia... Stay here my friend, I will deal with this nuisance... Sarvin will now head to where he heard the screams come from... ![]()
![]() GM: You need not worry about the mixing part, there are ways around that even if I am not around to help with it... First however we have to locate some book or stele concerning Thassilion alchemy, I know it exists but that is about all I have to go on... I forgot in Sarvin's entry to list his favored class bonus, fortunately this can be turned into a roleplay opportunity. At second level (or whenever Thassilion alchemy is discovered) Sarvin can take the remaining skill rank in Craft (alchemy)... ![]()
![]() GM: Nonsense my friend, no one is truly magically "dead" as you put it, magic flows through us all and it can be learned although the methods to achieve this knowledge can vary from person to person. You may not find your knack with spells bit that may simply mean you are destined for a different form of magical knowledge... In Korvosa many folk ply the trade of alchemy, most are dabblers but some few learn the art and can achieve impressive results with it... Do not lose heart, if a tiefling can learn magic in the hellhole of Korvosa then certainly you can learn a form of it as well... As for what I am searching for of late I have wondered whether or not to try my hand in learning Thassilion alchemy. I know from certain texts and stele (a stone tablet) that the Thassilions themselves especially those of my school of magic were exceptionally fond of alchemy. Yet some of their knowledge still remains, perhaps we can learn the art of their ancient alchemy together? diplomacy to convince1d20 - 2 ⇒ (20) - 2 = 18 ![]()
![]() GM: Sarvin lifts up his own glass in toast and answers the question. Magic, a noble endeavor to sate a powerful lust, one that I know all too well. I seek ruins, tombs, artifacts, knowledge and above all else magic of the old empire. Magic is worth more then even gold and my desire for it is the fuel for my magic, I can tell you the secret to using Thassilion magic if you so desire... You might even learn how to use a bit of it yourself if you know how to work the old art... ![]()
![]() My fine Innkeeper would you by chance have some of the fine drinks of Korvosa available? GM, suggestions: here are a few drink names to inspire you and to use if this game ever winds up in Korvosa... Asmodeus's Temper, a popular drink among Korvosa's soldiers and diabolists... This black as night concoction is said to hit the stomach like the rage of Asmodeus... Devil's Irony is a drink so named for the man who first made it who reportedly said to his customers, don't drink too much of this fine ale otherwise things could go badly... The man needless to say got addicted to his own ale and died a pauper... Whore Queen's blend is a drink that never stays the same yet to most stays seemingly the same... Few know how it is made and would be horrified of they did... Whore Queen's blend is created via taking water and boiling it, then adding a mix of tart and sour fruit juices... Then to give the drink it's distinctive taste the beer from last night is added to it... Straight from the tankards of patrons who never finished it the night before, no one checks to make sure that this ale was not for instance spit in... Needless to say the drink is dirt cheap in more ways then one... ![]()
![]() Sarvin calmly examined the man and said briskly, I have matters to attend to. I will also be going to this "Rusty Dragon" inn later on, I advise that you have your reward ready by then... I deal in gold and magic, not in useless "praise"... With that Sarvin goes out to find the scholars he was talking to... perception1d20 ⇒ 9 ![]()
![]() Both of you keep a lid on it, while you bicker more goblins and perhaps worse things may plan their assault... Or over the sound of you two squabbling I will not be able to hear the screams of townsfolk who believe I am the reason the goblins have come... Knowing my luck of late they do believe it... ![]()
![]() Sarvin veers away from the stage and towards the man he had enlarged(M10 to S9), he points at the other man near him (Karl) and lets forth a sickly, golden pulse from his hand which flow into the man's muscles and make the veins in his arms appear a hue of gold... Augment to give Karl 2+ to strength
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