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Re: OOC II

Posted: Fri Jun 25, 2021 11:10 pm
by thirdkingdom
Any thoughts on mercs? Is it safe to say you guys just take the mounted archers and we can retcon your infantry decision?

Re: OOC II

Posted: Sat Jun 26, 2021 12:11 am
by VonAlric
I think that is safe.

Once you decide about my previous inquiry about caravans, that will help us make the decision on the infantry.

Re: OOC II

Posted: Sat Jun 26, 2021 12:34 am
by thirdkingdom
VonAlric wrote: Fri Jun 25, 2021 1:48 pm Moving the discussion of the mercs to this thread, the foot soldiers get paid at the beginning of the month or at the end? If they are already paid, I would keep them around until the end of the month, maybe assisting any caravans along the way. Otherwise, they can travel north with us and then head to Kimrid to see if there are any possible jobs. Unless the Baron feels he could use a bit of help with the orcs or other things that are causing issues with his people in Draea.
Is this the question?

Re: OOC II

Posted: Sat Jun 26, 2021 12:42 am
by VonAlric
It was a bit after that (viewtopic.php?p=555820#p555820) but that one contains the caravan thought plus adds in the Baron angle as well.

Re: OOC II

Posted: Sat Jun 26, 2021 1:39 am
by thirdkingdom
VonAlric wrote: Fri Jun 25, 2021 3:19 pm At the moment, it is the expense that is holding Gardo back a bit. Current funds would only last 4 months total along with his henchmen.

But, you have given me an idea about generating revenue.

TK - Are caravans currently going north/south between Alice/Draea/Kimrid? Having a group of soldiers that know the area could help make some coin. The road isn't safe just yet.
I'm going to say that if you want to do this the mercs will have to be accompanied by a PC or retainer to keep them in line.

EDIT: Escorting caravans along the newly opened trade route is a totally legit course of action. You're not going to be able to just rent out mercenaries to do it, though. You'll need some PC/retainer involvement (at least one retainer).

Re: OOC II

Posted: Sat Jun 26, 2021 3:02 am
by VonAlric
thirdkingdom wrote: Sat Jun 26, 2021 1:39 am I'm going to say that if you want to do this the mercs will have to be accompanied by a PC or retainer to keep them in line.

EDIT: Escorting caravans along the newly opened trade route is a totally legit course of action. You're not going to be able to just rent out mercenaries to do it, though. You'll need some PC/retainer involvement (at least one retainer).
Fair enough. Now I need that other retainer. :)

The player I am would try to wrangle Casfrea back into working for us. Gardo the character wouldn't have that woman work under him for love or money. The argument in my head is interesting.

I'll keep the above info in mind, thanks.

Re: OOC II

Posted: Sat Jun 26, 2021 6:55 am
by shaidar
All good regarding the weapons.

When I ordered the axe from father Odos, I never expected another magical axe to turn up so quickly. I'll have to pass that axe down the line.

edit: character sheets updated

Re: OOC II

Posted: Sat Jun 26, 2021 3:29 pm
by shaidar
Here's an interesting question... Will the Detect Danger spell detect a cursed weapon?

Re: OOC II

Posted: Sat Jun 26, 2021 3:36 pm
by Leitz
shaidar wrote: Sat Jun 26, 2021 3:29 pm Here's an interesting question... Will the Detect Danger spell detect a cursed weapon?
Just checked the Clerc spells, and "Remove Curse" only works on creatures. There is no "Detect Curse", not even an "Augury". Closest thing is a 5th level "Commune" spell. :(

Re: OOC II

Posted: Sat Jun 26, 2021 4:38 pm
by thirdkingdom
shaidar wrote: Sat Jun 26, 2021 3:29 pm Here's an interesting question... Will the Detect Danger spell detect a cursed weapon?
I would think so (detect danger is a 1st level druid spell). It explicitly works on objects. I would rule, however, that it would only work if the item itself posed an "immediate or potential danger". That's kind of hard to interpret, but if it's a standard sword -1 that is cursed I would say it *doesn't* meet the criteria. A necklace of strangulation would. If a Lawful spellcaster cast this on a Chaotically-aligned intelligent magic sword I would say it would also work.

Re: OOC II

Posted: Sat Jun 26, 2021 6:00 pm
by Leitz
Ardath isn't aware of what shaidar is thinking, but Newton is pretty sure Ardath is Lawful. ;)

Re: OOC II

Posted: Sat Jun 26, 2021 6:03 pm
by Leitz
Hmm..I forgot to ask early on. For Clerics, choose spells at the beginning of the day or as needed? I just assumed the former, but the latter is often a house rule.

Re: OOC II

Posted: Sat Jun 26, 2021 6:05 pm
by shaidar
Old school: choose spells at the start of each day.

Re: OOC II

Posted: Sat Jun 26, 2021 6:07 pm
by shaidar
Leitz wrote: Sat Jun 26, 2021 6:00 pm Ardath isn't aware of what shaidar is thinking, but Newton is pretty sure Ardath is Lawful. ;)
On the journey Newton hasn't indicated any major moral directions. He is up for sunrise each morning to seemingly meditate with nature.

Re: OOC II

Posted: Sat Jun 26, 2021 6:09 pm
by Leitz
Already working on that, which leads to the next question. In the definition of Raise Dead, the raisee can be dead "for no longer than four days per level of the caster above 7th", but you can have the spell at 7th level. So that's 0 days dead, per the wording. Does that mean a 7th level can only raise someone who just died? If so, then Ardath will take that as his 5th level spell. Otherwise, he'll take something else and if he has four days, he can do the raising the next day.

Re: OOC II

Posted: Sat Jun 26, 2021 6:13 pm
by thirdkingdom
Leitz wrote: Sat Jun 26, 2021 6:09 pm Already working on that, which leads to the next question. In the definition of Raise Dead, the raisee can be dead "for no longer than four days per level of the caster above 7th", but you can have the spell at 7th level. So that's 0 days dead, per the wording. Does that mean a 7th level can only raise someone who just died? If so, then Ardath will take that as his 5th level spell. Otherwise, he'll take something else and if he has four days, he can do the raising the next day.
7th level clerics can cast Raise Dead (it's a 5th level spell, and they get access to 5th level spells at 7th level).

Ah, I see what you mean. That's . . . kind weird. The example given explicitly suggests that is the case (that it can only be used on those immediately killed). Let me ask over on Discord.

Re: OOC II

Posted: Sat Jun 26, 2021 6:15 pm
by Leitz
thirdkingdom wrote: Sat Jun 26, 2021 6:13 pm Ah, I see what you mean. That's . . . kind weird. The example given explicitly suggests that is the case (that it can only be used on those immediately killed). Let me ask over on Discord.
I'll go with the stricter option in my spell list, unless you decide otherwise. Working on that now.

Addendum Spells listed on character sheet. I separated some levels by "Travelling" or "Dungeon". He currently has the "Travelling" set. Also, he's been able to enchant an item or two with Continual Light, if anyone needs it. If nothing else, the leaders of the soldiers might appreciate an easy camp light.

Re: OOC II

Posted: Sat Jun 26, 2021 6:33 pm
by thirdkingdom
Leitz wrote: Sat Jun 26, 2021 6:15 pm
thirdkingdom wrote: Sat Jun 26, 2021 6:13 pm Ah, I see what you mean. That's . . . kind weird. The example given explicitly suggests that is the case (that it can only be used on those immediately killed). Let me ask over on Discord.
I'll go with the stricter option in my spell list, unless you decide otherwise. Working on that now.

Addendum Spells listed on character sheet. I separated some levels by "Travelling" or "Dungeon". He currently has the "Travelling" set. Also, he's been able to enchant an item or two with Continual Light, if anyone needs it. If nothing else, the leaders of the soldiers might appreciate an easy camp light.
Sounds good. FYI, I will be traveling tomorrow with limited posting ability, although I will do what I can.

Re: OOC II

Posted: Sat Jun 26, 2021 6:37 pm
by shaidar
Another oddity. 5th level cleric don't get 3rd level spells. Then at 6th level they get both 3rd and 4th.

Re: OOC II

Posted: Sat Jun 26, 2021 8:46 pm
by VonAlric
shaidar wrote: Sat Jun 26, 2021 6:37 pm Another oddity. 5th level cleric don't get 3rd level spells. Then at 6th level they get both 3rd and 4th.
Yep, that's one of the quirks of BX.