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Discussion - General Discussion Thread '08
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<blockquote data-quote="Halford" data-source="post: 4452168" data-attributes="member: 64844"><p>First off thanks for the mapping help Rae, I'm taking a break for a few days but it should definetly prove useful. If anything I'm learning a great deal about EnWorld's geography that I didn't know.</p><p> </p><p>Secondly I'd like to ask if anyone is up for juding my "Ends Meat" adventure. It should not be a significant commitement as it is designed to be an extremely short bite sized adventure. Its also quite thoroughly planned out so in the extremely unlikely event that I am unable to continue for some reason it should be easy to finish.</p><p> </p><p>Thirdly thank goodness I can post normally again.</p><p> </p><p>On another note reading the LEW wiki I was somewhat horrified to find the following information...</p><p> </p><p>The Orussus Guard prides itself on its response time. Each squad consists of five guards: four armed guards and a powerful wizard capable of teleportation magic to whisk the five to the location of the emergency. Joe, the bartender at the Red Dragon, has a method of magical communication with the guard. Their current record stands at thirty seconds, in response to a "duel" that took place outside of the Red Dragon Inn between the halfling Cain and the human wizard Calamar the Dark. </p><p> </p><p>Which when coupled with this information...</p><p> </p><p>That means the average number of active guards in the city is at any time would be 100, spread throughout the different guard towers.</p><p> </p><p>Would seem to indicate that Orussus has in excess of twenty wizards of higher than 9th level operating in its guard! And for me this kills a huge proportion of Orussuss's possibilities as a play area. For me it would stretch credulity to have thieves guilds of any influence in Orussuss, unless those thieves guilds have their own powerful wizards, etc.</p><p> </p><p>I would like to propose that the guard has one such wizard who is only utilized in real emergencies and whose primary purpose is to deal with PC brawls, etc.</p></blockquote><p></p>
[QUOTE="Halford, post: 4452168, member: 64844"] First off thanks for the mapping help Rae, I'm taking a break for a few days but it should definetly prove useful. If anything I'm learning a great deal about EnWorld's geography that I didn't know. Secondly I'd like to ask if anyone is up for juding my "Ends Meat" adventure. It should not be a significant commitement as it is designed to be an extremely short bite sized adventure. Its also quite thoroughly planned out so in the extremely unlikely event that I am unable to continue for some reason it should be easy to finish. Thirdly thank goodness I can post normally again. On another note reading the LEW wiki I was somewhat horrified to find the following information... The Orussus Guard prides itself on its response time. Each squad consists of five guards: four armed guards and a powerful wizard capable of teleportation magic to whisk the five to the location of the emergency. Joe, the bartender at the Red Dragon, has a method of magical communication with the guard. Their current record stands at thirty seconds, in response to a "duel" that took place outside of the Red Dragon Inn between the halfling Cain and the human wizard Calamar the Dark. Which when coupled with this information... That means the average number of active guards in the city is at any time would be 100, spread throughout the different guard towers. Would seem to indicate that Orussus has in excess of twenty wizards of higher than 9th level operating in its guard! And for me this kills a huge proportion of Orussuss's possibilities as a play area. For me it would stretch credulity to have thieves guilds of any influence in Orussuss, unless those thieves guilds have their own powerful wizards, etc. I would like to propose that the guard has one such wizard who is only utilized in real emergencies and whose primary purpose is to deal with PC brawls, etc. [/QUOTE]
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