Sir Nurlan
"Find the cultists... Sure. I imagine if we could find a sign of civilization, we could try discreet inquiries. Any idea where there might be civilization? Should we just continue walking and keep an eye out for intelligent life?"
During the sandstorm...
Nurlan is impressed, seeing that the brave warrior he knew from the days of the Monemvassian goblin infestation has far more talents than his spiked chain prowess hinted at. "Quite a trick. When did you learn that?"
Later, upon arrival...
"Now we get to the hard part...
OK. Rystil Arden: to summarize, here are the judges for adventures whose threads you have started.
Showdown: Orsal
Nocturne: Orsal
Peregrinations: Rae ArdGaoth
Tempest: Rae ArdGaoth
Undine: B4cchus
Sylvan: B4cchus (unless you'd rather do it yourself)
Terran: ??
I've already signed up for Nocturne. My mistake; I didn't delete it (as I deleted Peregrinations) when I copied my previous list.
So, we're still lacking judges for: Showdown, Tempest, Terra, Undine.
OK, so that still leaves the following:
Showdown in the Forgotten Ruins
Undine the Sea
Tempest Fugit
Terra Subterranea
Nocturne of Sorrow
The Blind Watchers of the Sylvan Shard (Rystil, will you take responsibility for this one?)
IVV1: The Forgotten Map
I'll take IVV1, although with character...
Nurlan has a tent.
"I guess we'll have to stop until this blows over. I'll set up my tent -- I figure we can all fit inside, as long as we don't need to sleep. If the storm continues and we want sleep, we'll need more tents -- anybody else have one?"
In response to Gur's assessment, Nurlan calls out, "Do you know how long these things usually last? If we turn around we won't be getting any closer to our goal. But if it's likely to blow through quickly, we could land, endure a little bad weather and then continue."
judges needed
The following adventures have no judge listed:
Showdown in the Forgotten Ruins (very old!)
Undine the Sea
Tempest Fugit
Terra Subterranea
Nocturne of Sorrow
The Blind Watchers of the Sylvan Shard
Peregrinations of the Shard
IVV1: The Forgotten Map
Now, I've already volunteered to...
I'm not so worried about rules bloat with the UA variant classes -- they're pretty well known, and (mostly, including this one) close enough to core classes not to be too confusing. So, since it seems to be agreed that the extra options for special abilities are not unbalanced, I vote Yes to the...
After sorting through his stuff to weed out the inessentials, Nurlan says, "I can take those, if it will keep your load light. You've got the shortest legs, so once we're on foot we should try to keep you moving as fast as we can."
"Good idea. We should try to travel light," Nurlan says. He starts going through his accumulated paraphernalia, figuring out what he can do without. He first puts a 10' pole aside. "It's useful, but if we really need it I can probably use the spear." He then looks over his weapons. "Do I really...
bump!
By now, if anyone had a better idea for travel, or any intentions for preparations before Rayne is ready to take us, they would have posted already. So, I think we can assume we're ready, both in and out of character, to go.
I vote No to the blanket adoption of everything in that series. I think each option needs to be considered individually.
As for the Educated Wilder option, I'm leaning toward opposing that. It strikes me that Volatile Mind, which only comes into play when the wilder faces hostile telepathy, is...