OOC - Mad King's Monkey (Thread Closed)


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Not greatly... If you forgot to buy (or couldn't afford) basic equipment, maybe it would be handy. Or if you need a better ranged weapon (or Bayar's convinced any other character on the worth of a shield) it is useful. Otherwise, it's just a big bucket o'cash to go out and buy MW armour with. :)
 

As everyone prepares their "Kit", Jan focuses his magically attuned eye on every one and every thing that was gathered from the gnolls and the house. He turns down taking any of the bows as he finds them a bit too taunt to his liking.

Magically attuned eye? Detect Magic? Sorry, but tired so probably being a bit dense. The only magical item in the gnolls gear is any magical items (potions, ect) you choose for the characters.

Not going to worry about fatigue. Your characters do, however, have two unconscious gnolls. Bringing them back to consciousness won't be too hard. But they won't be moving very fast in their current condition. Conscious characters with negative hit point totals are treated as disabled characters, so effectively half move, so say about 11-12 hours back to the village. There is always the hill fort about half way there. Pushing disabled characters hard will run the risk of killing them. Of course, get them back above 0 hp, and they can move fine.

Thats about all I can think of for now. Lets say dawn was at about 5 AM, and we will make the time now 5:30.

thotd
 


The problem with bringing them to >0HP is basically one we've already experienced. They're not guaranteed to be cooperative in moving - though swords and spears help they're almost certain to runoff at the first opportunity. Anything that stops them running off also interferes with their ability to move as we need them to. I'd also add that bringing them to >0HP means using healing magic that, in all honesty, is better kept for party use than monsters (completely meta, since Bayar knows <0 about "magic-:):):):)").

I'm in favour of just carrying the ugly mutts and being tired when we arrive. We had two full days, according to the Wagon Boss. No harm in arriving late on Day 2. Any sign of trouble and we can just dump them like a sack of potatoes.

doghead - I think Jan's Detect Magic spell is just a fluffy way of opening the door for picking a potion. For one, Bayar would like a healing potion to go with his shiny new (albeit bloodstained) bow. He just hasn't the foggiest idea what they look like unless someone tells him "This is a healing potion.".
 



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