Constables of the 14th Ward Part 3


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Alarion of Tovarre

Alarion steps onto Bayard's saddle, after thanking Brae for the spell. He readies his lance as he turns to the others. "Who rides with me?"
 


Since the spell implies that a subject can double move (i.e. "The subject of a fly spell can charge but not run"), and Braz wears light armor, he should be able to fly 120' per round (60' base fly speed). The spells lasts 60 rounds, so assuming Braz will fly straight in and not screw around, Brae will cast it on him 3600' from the mill. That will use up 30 of the 60 round duration, giving Braz 3 full minutes to fly around at the site for scouting purposes.
 
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Since the spell implies that a subject can double move (i.e. "The subject of a fly spell can charge but not run"), and Braz wears light armor, he should be able to fly 120' per round (60' base fly speed). The spells lasts 60 rounds, so assuming Braz will fly straight in and not screw around, Brae will cast it on him 3600' from the mill. That will use up 30 of the 60 round duration, giving Braz 3 full minutes to fly around at the site for scouting purposes.
OOC: To be on the safe side, don't you think you'd better cast the spell when you're about 2,500-2,750 feet out? I mean, come ON, when have you ever known a Dwarf to NOT screw around?? By the way, they don't have yeard lines on the Millyard, anyway, so all your distances will be estimates, unless you want to waste a couple of hours actually pacing the distance off and marking it. So, prudence would seem to dictate that you err on the side of safety and make sure that Braz takes off plenty close enough to get there, no? 2,000 feet out should be MORE than enough, anyway. You can reasonably figure that any orc pickets that are placed nearly a half-mile from the Mill will be snoozing for all they're worth, anyway!
 

OOC: To be on the safe side, don't you think you'd better cast the spell when you're about 2,500-2,750 feet out? I mean, come ON, when have you ever known a Dwarf to NOT screw around?? By the way, they don't have yeard lines on the Millyard, anyway, so all your distances will be estimates, unless you want to waste a couple of hours actually pacing the distance off and marking it. So, prudence would seem to dictate that you err on the side of safety and make sure that Braz takes off plenty close enough to get there, no? 2,000 feet out should be MORE than enough, anyway. You can reasonably figure that any orc pickets that are placed nearly a half-mile from the Mill will be snoozing for all they're worth, anyway!


In a game where the rules are based on exact distance (5' squares), exact time (6 second rounds), and exact speed (60' fly speed, for example) I assumed you would want detailed information to determine the actual in-game effects. :D

To make it easy on you, Brae will cast the spell on Braz somewhere between 1/2 and 2/3rds of a mile from the Mill. You can make your own decision as to exactly where.
 

In a game where the rules are based on exact distance (5' squares), exact time (6 second rounds), and exact speed (60' fly speed, for example) I assumed you would want detailed information to determine the actual in-game effects. :D

Yeah. Riiiight.
Rhun said:
To make it easy on you, Brae will cast the spell on Braz somewhere between 1/2 and 2/3rds of a mile from the Mill. You can make your own decision as to exactly where.[/size]
Easy on me?? It can't get any easier on me than it aready is. I recommend you strive to make it easy on YOU. Or perhaps Braz? You should have access to a map of the terrain near the Mill. Why don't you tell us which terrain features you're shooting for, if not actual coordinates?
 
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OOC: Other spellcasting preliminaries- As soon as we leave headquarters, Thea will cast Endure Elements on herself (lasts 24 hours). Once we are at the point where Brae is ready to cast Fly, Thea will cast Mage Armor on herself (lasts 5 hours). Also:

IC: As the constables got close to the mill once more, and they began to prepare for (presumed) combat, Thea had another idea. "If we're sending in a scout, I can cast a glamour to hide them from sight. It will last just a bit less time than the flight spell, or until they make an attack, but it should hide them while they make the approach- and it might allow for a surprise if there are orc achers around... What say you?"

OOC: If we want, Thea can cast Invisibility on Braz for the aerial scout/cover. It lasts 5 minutes or until broken, but that would allow some scouting time and maybe a surprise attack if a threat appears. Yes/No?
 

As they get near to the mill, Braz pauses a moment on one of the last dry spots, He sets his leather bag on the ground and rapidly pulls out wooden pieces with metal clasps and snaps and cranks. In rapid fashion he snaps and locks these in place. As he snapps the last piece in place, the final result is obvious. As he puts the leather bag away Braz holds in his hand a very complicated, but deadly looking crossbow.

"Alright, let's go find some of these orcs."


ooc: Invisibility is fine by Braz. He'll fly low in case the spell ends, but invisibilty works to get the first jump as he enters the place.
 

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