[000] The adventurs meet in Blackmarsh
Re: [000] The adventurs meet in Blackmarsh
Agreed, simple and fair.
Re: [000] The adventurs meet in Blackmarsh
Ylindyr enjoys a meal of bread, greens and fowl, along with a light ale.
"We should speak to this friend of Marcus then, and see if they might be persuaded to join us. If they can then I see no reason not to be off in the morning."
"We should speak to this friend of Marcus then, and see if they might be persuaded to join us. If they can then I see no reason not to be off in the morning."
Re: [000] The adventurs meet in Blackmarsh
Poeninus
"That sounds good to me."
"That sounds good to me."
Re: [000] The adventurs meet in Blackmarsh
You convince Ferdinand to join you. Do you wish to recruit anyone else or are you ready to trek into the marshes?
Re: [000] The adventurs meet in Blackmarsh
Do you wish to make any special preparations for entering the marshes?
Poeninus can maintain 2/hr worth of spells. Some options:
Detect Magic IV - 2/hr
Silence and Obscurity on himself - 1/hr each
Silence or Obscurity on the 4 companions (not the horses) or himself plus his horse and pony - 2/hr each
Ylyndir can maintain 5/hr worth of spells, some options:
Detect Magic IV - 2/hr
Infravision - 2/hr
Fire Resistance V - 3/hr
Missile Shield III - 3/hr
Magic Protection III - 2/hr
Thermal Equilibrium - 2/hr
Light - 1/hr (or more depending on how bright a light)
Also, as a magic user, he can cast spells from books, so there are a number of additional spells available (including the Silence and Obscurity noted above for Peoninus).
Ylyndir might want to cast some rust and rot protections or water proofing on equipment...
Poeninus can maintain 2/hr worth of spells. Some options:
Detect Magic IV - 2/hr
Silence and Obscurity on himself - 1/hr each
Silence or Obscurity on the 4 companions (not the horses) or himself plus his horse and pony - 2/hr each
Ylyndir can maintain 5/hr worth of spells, some options:
Detect Magic IV - 2/hr
Infravision - 2/hr
Fire Resistance V - 3/hr
Missile Shield III - 3/hr
Magic Protection III - 2/hr
Thermal Equilibrium - 2/hr
Light - 1/hr (or more depending on how bright a light)
Also, as a magic user, he can cast spells from books, so there are a number of additional spells available (including the Silence and Obscurity noted above for Peoninus).
Ylyndir might want to cast some rust and rot protections or water proofing on equipment...
Re: [000] The adventurs meet in Blackmarsh
Poeninus
Poeninus will plan on obscurity on the group when resting/overnight.
Poeninus will plan on obscurity on the group when resting/overnight.
Re: [000] The adventurs meet in Blackmarsh
Note that if you take your horses into the marshes, they won't be covered.
Ylyndir could do the horses too, 3/hr covers 9 targets (and thankfully there isn't a size limit...).
Re: [000] The adventurs meet in Blackmarsh
Unless I've misunderstood I don't think I've got enough points to cover everything with rust/rot/water proofing unless I prepped a lot in advance.
I could cast Obscurement on us, plus Magic Protection and Poeninus could detect magic?
I could cast Obscurement on us, plus Magic Protection and Poeninus could detect magic?
Re: [000] The adventurs meet in Blackmarsh
That would work fine. I was thinking that Obscurement when we are resting would be more beneficial.
Re: [000] The adventurs meet in Blackmarsh
Yea it would take some time to weatherproof gear. Maybe something to do the next time you have down time.
Detect Magic is probably more useful than Magic Protection since Magic Protection only covers one person and you each have different known spells. But Obscurity on the group makes sense. Since you can keep it up it would help during exploration also.
Detect Magic is probably more useful than Magic Protection since Magic Protection only covers one person and you each have different known spells. But Obscurity on the group makes sense. Since you can keep it up it would help during exploration also.
Re: [000] The adventurs meet in Blackmarsh
OK, detect magic it is.
Re: [000] The adventurs meet in Blackmarsh
Note that the MP cost for rust/rot/break protection is basically 1/2 the ENC of the weapon, maybe 1/4 for armor (armor encumbrance reflects it's impact on mobility as well as weight). The MP can be accumulated over time focusing on protecting the item, so a day or two of focus would protect a weapon. Something to consider later. Optionally permanent enchantments for such are 150 sp.
But I think we're ready to traipse into the marshes...
See the new thread.
But I think we're ready to traipse into the marshes...
See the new thread.
Re: [000] The adventurs meet in Blackmarsh
I put the maintained spells on your character sheets (upper right corner of the first tab).
I made the Obscurity 3.2/hr (3.2^2 = 10.24) - enough to cover 4 people, 4 horses, and 2 ponies.
I made the Obscurity 3.2/hr (3.2^2 = 10.24) - enough to cover 4 people, 4 horses, and 2 ponies.
Re: [000] The adventurs meet in Blackmarsh
Thanks for that and the new thread.