91. CHARNAME is reduced to tears when he finds that his pet rabbit familiar stored in his backpack has suffocated to death...
92. CHARNAME is dismayed that Melicamp the Chicken was accidently shish-kebabed when he attempted to carry the chicken alongside 240 arrows and a selection of shortswords...
91. Mages memorize spells that make money and help out the community instead of blow stuff up.
@semiticgod To be fair, that'd just cause hyperinflation
They could instead make food and technology for their own profit. Capitalist Cowled Wizards--saviors of the realms!
Of course to stick to the theme, after several decades, in order for their business to survive, they would have to create products upon which their their consumers are forced to become dependent upon if they used once or twice...and who cares if a few peasants become addicted, or die in the end, it's all in the name of greater good. They could even start and control a black market for the nastier stuff to earn some extra coins, off the record. Such a black market would become the unofficial testing grounds to iron out some of the more dangerous magics before making them legally available to the public.
93. A party that is resting peacefully at an inn, narrowly escaped death by opening the door and running out of the room as it quickly fills with deadly gas.
Necromancy to let your employees work without food, sleep, or bathroom breaks.
Enchantment to make your employees work without food, sleep, or bathroom breaks.
Divination to conduct industrial espionage.
Abjuration to thwart anti-trust suits.
Perfectly sound business practice. Just get the churches (religions) and the unions (guilds) in there, and you have all the manipulative power you need.
Charname's came from an oppressed factory-monopolized city where he discovers that he is one of hundreds of children sired by the corporate CEO, President Bhaal, during the depression. Upon the reinstating of a functioning economy after the death of President Bhaal and others, spoiled and favored Sarevok determines to ensure his future inheritance by murdering all of his rival fellow-heirs. His overall goal is to start a war, because that is just so damn good for business.
94. The party gives more than 1 gp to a beggar, for example, 1k, or 10k, so that this beggar could leave the streets, buy a house and start living normally.
95: Inside a fateful inn in Baldur's Gate, a maid removes a painting from the wall while cleaning only to trigger a fatal trap. Those who find her body donate the ancient helmet she uncovered to a museum in her honour.
96. Ajantis, a lone low-level paladin, stands around, carefully studying the scenery around him. He is near a fishing village north of the Friendly Arm Inn, and all is well. That is, until, all of a sudden, a giant ankheg appears out of nowhere, overwhelming the level 2 paladin, tearing him to shreds. Sometime later, charname & party passes by, finds his corpse, loots his chainmail and moves on.
97. While exploring Windspear hills a group of adventurers meet a party of intelligent monsters. Intrigued by their vocabulary that goes way beyond what normal monsters use they strike up a conversation, quickly realizing that these are no monsters at all but fellow adventurers. Thereby preventing what could have been a true disaster. Jan with his innate detect illusion and hi tech goggles of course knew this all along but was so amused by the conversation that he chose to stay silent for the first time in his life. Ajantis upon recognizing you offers to join in your crusade against evil once again.
A human comes to the conclusion it's ok to pick a lock after starting to work on his fighting skills
A Druid realizes a bow and arrow is made of completely accessible materials found in the forest, and that it would be quite helpful using a bow to defend the forest
102. Charname goes from a squishy unexperienced n00b with a quarterstaff running errands in Candlekeep, to becoming an unstoppable spell-casting dual-wielding fighting machine equipped with legendary magical items, who has defeated so many hordes of monsters it's hard to count, not to mention leader of a now legendary adventuring party responsible for slaying the Bhaalspawn Sarevok and his countless assassins, doppelgangers, archmages and whatnot.
103. After gaining enough experience points to level up, Charname stops adventuring, finds a mentor, and trains for a full month before actually attaining second level.
104. A fresh mage tags along with a group of adventurers, staying out of harms way as they wander around completing quests and slaying various monsters. Surprisingly this does not gain him further mastery of the Art and he instead has to study for decades until he is of any use whatsoever.
110. The lich is defeated by local law enforcement, who are, after all, specifically trained to deal with evil magic users. By the time Charname and co arrives in Amn, all that is left of the event is a boarded up door, which of course is an unconventional lock that the thief in the group cannot pick.
121. Charname, Jaheira and Khalid arrives in Nashkel after a long journey from the Friendly Arm Inn. After talking to the local guards, charname walks straight towards a farm field. He walks out into the middle of the field, to a very specific location, gets down on his knees and suddenly thrusts arms elbow-deep into the moist mixture of dirt and manure that is the field. Khalid and Jaheira, who are visibly shocked, fearing that the death of Gorion may have taken its phychological toll on poor charname, become even more shocked when charname's dung-covered arms rise up from the ground, pulling up a Ankheg armor with a quality rivaling even that of Taerom Fuiruim's work. Charname walks back to Jaheira and Khalid, who very obviously asks, "HOW THE BLOODY HELL DID YOU KNOW THAT WAS THERE?!"
Comments
92. CHARNAME is dismayed that Melicamp the Chicken was accidently shish-kebabed when he attempted to carry the chicken alongside 240 arrows and a selection of shortswords...
To be fair, that'd just cause hyperinflation
Of course to stick to the theme, after several decades, in order for their business to survive, they would have to create products upon which their their consumers are forced to become dependent upon if they used once or twice...and who cares if a few peasants become addicted, or die in the end, it's all in the name of greater good. They could even start and control a black market for the nastier stuff to earn some extra coins, off the record. Such a black market would become the unofficial testing grounds to iron out some of the more dangerous magics before making them legally available to the public.
Wait... where have I heard about this before?
Should this be edit: number 95?
Conjuration for raw materials.
Transmutation to hide the low quality.
Illusion to cheat your clients.
Necromancy to let your employees work without food, sleep, or bathroom breaks.
Enchantment to make your employees work without food, sleep, or bathroom breaks.
Divination to conduct industrial espionage.
Abjuration to thwart anti-trust suits.
Charname's came from an oppressed factory-monopolized city where he discovers that he is one of hundreds of children sired by the corporate CEO, President Bhaal, during the depression. Upon the reinstating of a functioning economy after the death of President Bhaal and others, spoiled and favored Sarevok determines to ensure his future inheritance by murdering all of his rival fellow-heirs. His overall goal is to start a war, because that is just so damn good for business.
A Druid realizes a bow and arrow is made of completely accessible materials found in the forest, and that it would be quite helpful using a bow to defend the forest
Only, it took 10 years, not two months.
109. Inn is subsequently shut down and placed under investigation for harboring a crazy undead wizard in a room only a few feet away from customers.
113. Killing a Kobold is more rewarding than Picking a Lock.
114. CHARNAME takes away Boo from Minsc.
115. CHARNAME keeps IMOEN for her Pleasant personality and not because he needs a Thief.
116. Elminster is Actually helpful and gives CHARNAME more than Sass and Platitudes.
118. Mages are always smart enough not to wonder into melee and get chunked.
119. Drizzt finally meets his match - rumor has it that the new badass is a one handed guard from Candlekeep...