The band of intrepid irregulars breaks camp and prepares to make their way across the FásachFiántas (Wilderlands) in their search for the missing miners. Deasaigh reveals that prior to leaving Gealach provided him with a very rough map of the area, including a mark for the approximate location where the miners were supposed to be working. It looks to be about three days of hard travel from the parties present location, close to the border of Tearmann but actually in the Wilderlands (and thus as yet unprotected by the Queen's law).
It is dusk in the Jungle, with full dark not so far away. This will make it cooler for travelling, but also somewhat slower going - wouldn't want to twist an ankle or break a leg!
Any thoughts on marching order, setting outriders/scouts, etc?
For Skáth Only:
[sblock]Mike - You can make your flight invisible to the Hearing sense (soundless flight) for a small increase in the cost. You can do that, and add 2" of flight speed (making your maximum flight speed a little faster than normal human speed afoot) for 4 points, allowing you to save one character point for later use. These two factors would make you much more valuable as a scout. Your END cost would increase to two per Phase if you were flying at maximum speed, but by slowing down to a speed where you could maintain distance from the party once you get far enough ahead you could reduce that to one per phase, which your RECovery will handle easily. Fighting while flying would still be tiring, but then fighting is tiring anyway! Let me know what you think - send me an e-mail so I can respond (I'm on my work computer in Florida, so I don't have my address book).[/sblock]