[pnpgm] Kell's IBT in Sivas

Murtha, Mark Mark.Murtha at tylertech.com
Mon May 2 20:13:34 CEST 2016


Kell's 2 weeks in Sivas:

Stay at the Manor house offered for everyone.  With many thanks.   He'll purchase 12 bottles of good wine to help stock the cellars.
Not traveling to see Ben'dar at his ranch, but staying in and near Sivas.
Picking up Squirt and checking on the cute little critter after that long trip.     Undecided if he will take squirt or leave him for the kids.  Check how the kids and Squirt get along before deciding.


1.  'Sell' his riding horse to Arawn.   +12GC.

      Kiet will assist with this shopping, pretty sure.    Dave, does Kiet want to help?

   Find a good Warhorse 3.  He is skilled enough to ride and control one, so time to make that change.
                Warhorse desired is high stamina and speed, with decent strength.  Think of a well trained Spanish Andalucía type warhorse, not a big bulky Clydesdale type of warhorse.    He is going more for a medium cavalry as opposed to heavy cavalry (or even more of an Asian feel, like the Huns).   He can go to Ben'Dar if they are available, or wherever he can find a good one.  Willing to pay more for a higher quality warhorse that fits these guidelines.
      Use the merchant scroll from High Elder if necessary to find one, or Kiet's new gal's family.
                This is the first thing to do.  Other actions depend on how long this takes.
Kell will take his time to find the right horse, planning on it taking a good week of looking at different horses and dealers, test riding, checking for compatibility with his style, meeting the desired traits, and then of course bargaining.
                Then need a new saddle and gear for the horse, and spend a few days training with the horse.   Getting to know each other and prepare before the trip.
In total, planning on this taking a good 6 to 10 days of the 14 allowed.

Gear for the horse - saddle and riding gear, maybe some light barding if it's easy to put on and take off.   Saddle bags of course, and holders for spears/sword/shield.

                Other days - depends on how long the horse purchase takes.

2. Train with Arawn for Jeweler skill.


3.  Take 2 days off.  Go relax, see some friends, wander around, gamble and drink.  No one ever takes days off!  What the heck! In real life, we need days off.

                Kell will go gambling at least 4 nights, 2 per week.  He tries to drag Kiet along with him, and anyone else that wants to go gambling.


4. Help plan the trip.  Kell should know roughly how much food is needed for an estimated trip of this length. With the map, he figures length, travel time, etc and plans for food.  (experience with setting up caravans)
                With or without a wagon, he can figure both.

5.  Spend a day making new horseshoes for his horse.  Kell will make them magical, oh yeah!!  :)
                Make a set for Kiet too, and Arawn if he wants a set.
                8 horseshoes made with his enchanted forging tools.  If any turn out wrong, he keeps making them until he has 8 good quality horseshoes to fit his warhorse.  (Then Kiet's and Arawns' if they want a set)

                  Then the spells.
                                Increase Movement Rate by Max EL - Enchantment EL 6 to increase Move Rate
                                Increase Dexterity by Max EL - Enchantment EL 5 to increase Dex
                                Increase Agility by Max EL  - Enchantment EL 6 to increase Agility
                                Decrease required amount of food and water  - Enchantment EL 6 to make the horse need less food and water daily.
                                Decrease Noise - Enchantment EL 6 to make those shoes & horse stealthy.  Reduce noise
                                Increase Stamina by Max EL    -  Enchantment EL 6 to increase Stamina
                                Increase Constitution by Max EL  -  Enchantment EL 6 to increase Constitution

                Warhorse must be wearing a set of 4 of the horseshoes.  The other 4 are extras in case some are lost.


6.  Knowledge Spell for enhancing Ebony.  Not sure the last date cast, as we retro-cast it.  To make tracking easy, saying the next one is allowed on Janaqa 1.
                Spell list:
                  1. Luck at Max EL
                  2. Purification at max EL.
                  3. Knowledge at max EL.   Knowledge for enhancing Ebony.    How close is it now????

7. Pickup the translated books from the docs and start studying them.

8. Plan the clothes and supplies to bring. Winter layers.  Will need to purchase these.

9. Practice Illusion spells just a touch. These castings are spaced out, but starting the first day to keep his mana at a decent level.  Goal is to raise his EL by 1 in each of these spells

A.      Active Illusion - 3 times successful.  Raise by 1 EL

B.      Major Illusion - 1 times successful.  Raise by 1 EL.

C.      Personal Illusion -  7 times successful.  Raise it to EL 2.

That's it!




Mark Murtha
Implementation Consultant
Tyler Technologies, Inc.

P: 800.554.4434
www.tylertech.com<http://www.tylertech.com/>



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