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Post by venger on Aug 27, 2012 9:06:08 GMT -5
Here's Khaddil's travel schedule for the party-- The party travels from dawn to midday: 6 hours The party rests from midday to dusk: 6 hours The party travels from dusk into the night: 6 hours The party rests until dawn: 6 hours.
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Post by Wolfgar on Aug 27, 2012 10:33:39 GMT -5
---memorize during Day Watch Does this mean there is a period in the morning when the casters do not have spells until they memorize during Day Watch? Does this mean Endure Heat does not go up until midday? Hmm. Something doesn't seem right with Dan's schedule. Adjust Dan to memorize during the 3rd Day watch. Haddiq seems fine. Dan: cast Endure Heat travels from dawn to midday: 6 hours sleeps: 4 hours memorizes: 2 hours travels from dusk into the night: 6 hours watches: 2 hours sleeps: 4 hours Haddiq: travels from dawn to midday: 6 hours memorizes: 2 hours cast Endure Heat sleeps: 4 hours travels from dusk into the night: 6 hours sleeps: 4 hours watches: 2 hours
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Post by Ginger on Aug 27, 2012 10:45:34 GMT -5
I thought we were only traveling 4 hours per shift and resting more, instead of even splits.
Is Endure Heat an hour per level?
For reference, Deeppockets is 4 hours + 1 per level, so Mary gets 10 and Colby gets 13. I don't know if Mary is casting hers, but while we're on camels Colby is not.
Strength is an hour per level, so Mary gets 6 and Colby gets 9.
I suggest Colby and Mary each cast Strength on Paavo for traveling, Mary at dawn and Colby at dusk. It doesn't seem worthwhile for Gabul or Basmadoos, unless they are stronger than 12.
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Post by venger on Aug 27, 2012 12:09:50 GMT -5
I thought we were only traveling 4 hours per shift and resting more, instead of even splits. There are two 6 hour periods of rest, during which a caster had the option of sleeping 4 hours and memorizing 1st and 2nd level spells or sleeping 6 hours and memorizing higher level spells during the other rest period. That leaves 12 hours of travel time unaccounted for, some of which is consumed by finding/setting up/taking down camp.
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Post by Friedrich on Aug 27, 2012 12:36:36 GMT -5
Bolo, sorry I missed your post. No, I have not named the camel yet. Did you have something in mind?
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Post by Wolfgar on Aug 27, 2012 15:57:43 GMT -5
Is Endure Heat an hour per level? Endure Heat is 9 turns per level. That is 9 hours for Dan and 7.5 hours for Haddiq.
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Post by Ginger on Aug 28, 2012 12:23:41 GMT -5
Here's Khaddil's travel schedule for the party-- The party travels from dawn to midday: 6 hours The party rests from midday to dusk: 6 hours The party travels from dusk into the night: 6 hours The party rests until dawn: 6 hours. How many of these periods require coverage from Endure Heat? Just the two during the day, right? I'm assuming that when the sun is down the heat is manageable, but that might not be right.
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Post by venger on Aug 28, 2012 13:19:33 GMT -5
Approximately 12 hours of the day assuming the party wants their fighters in armor, ready for combat at a moment's notice.
3 hours in the first shift 6 hours in the second shift 3 hours in the third shift none at night
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Post by Ginger on Aug 28, 2012 13:27:07 GMT -5
Ok, so Dan casts Endure Heat in the morning at Haddiq reapplies during the day.
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Post by Wolfgar on Aug 28, 2012 13:40:23 GMT -5
Are we less likely to encounter something during the second shift (midday until dusk)? Most things will avoid expending energy during the hottest part of the day and we will be in a fixed position. I assume this is something the rangers and other individuals familiar with the desert can guess.
In game terms, how many checks for random encounters are done during each shift?
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Post by Bolo on Aug 28, 2012 14:06:07 GMT -5
That probably depends on the nature of the encounter. Demons, for example, probably don't care about the heat.
At the beginning of each night-time stop, Bolo will set up a tripwire as follows: 100' of fishing line, supported off the ground by four equally spaced iron spikes, with a bell hanging from the middle of each of the three segments. The three segments will be at angles to each other, arranged so that the entire length of the fishing line is roughly an arc of a circle, centered on the middle of our encampment, at a radius that puts it 60' from the position of the nearest person on watch duty.
This won't come close to encircling our entire encampment. It will be placed on the side we are traveling toward, opposite the side we have just come from.
Anyone on watch duty who has infravision will choose a watch station that is not the one protected by the tripwire.
I doubt this will buy us much, but it may be just a smidge better than nothing. I'm open to ideas if anyone has a better one.
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Post by Bolo on Aug 28, 2012 14:31:36 GMT -5
Bolo, sorry I missed your post. No, I have not named the camel yet. Did you have something in mind? Not really. Bolo was just making polite conversation with Mary. But is the camel female? Is it unusually tall and beautiful and well mannered (for a camel)? If so, then Bolo will suggest the name Einmyria. But it's Mary's camel, so she should choose whatever name appeals to her. In any case, it now appears that Bolo will be riding with Gabul, not Mary. Gabul has named his camel Bandolier, or Bandylegs for short.
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Post by Wolfgar on Aug 28, 2012 14:50:33 GMT -5
I am not worried about demons. We aren't planning to spend another day in the Ovens of Ar-Gar. But obviously there is a chance to encounter magical creature that are impervious to the heat of the desert wherever we set up camp. I am just wondering whether all of the spell casters should sleep and memorize during the second shift since we are unlikely to be disturbed then. If so, then we would just have the non-spell casters on guard duty during that time.
I don't think spikes are tall enough to compensate for the dip in the line when stretched over 33', especially when you attach a bell at the center. You can't make the line taut enough to support the bell above the ground. Also having the bell on the line at a distance of 60' from camp will alert the creature before it alerts us.
If we had enough line and posts with eye hooks attached, then you could run it all the way around the perimeter (at waist height) before ending at the center of camp. You would attach the end of line to a bell.
What about attaching a line to a covered light stone? Anything disturbing the line would uncover the light stone and we would see what it is before it got to camp. I am not sure how this would work mechanically.
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Post by venger on Aug 28, 2012 15:34:19 GMT -5
In game terms, how many checks for random encounters are done during each shift? Encounters are more frequent at night, less frequent during the day. That's all I'll say.
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Post by Bolo on Aug 28, 2012 16:07:14 GMT -5
I don't think spikes are tall enough ... OK, fair enough, Bolo will use stakes instead. We have plenty of stakes. I believe Bolo and Nordel each have one, and Paavo, Dan, and Trommer each have two. Bolo will contribute his. Will Paavo and Dan contribute three of their four? With a total of eight available, even if the four used in the tripwire ploy somehow get lost, that's only half of our total supply. I wrote 60' because that's typically the limit of infravision. If you want to suggest a different number, I'm open to ideas about what it should be. I like the light stone idea, rather than bells, but I don't immediately see how to make it work. If this is really going to be an SOP, then we should get more fishing line the next time we're in town, and maybe some other hardware, so we can protect a longer perimeter.
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Post by Bolo on Aug 28, 2012 16:30:18 GMT -5
Another possibility would be simply to lay out a circle of light stones as an outer perimeter. This might actually attract encounters, but it would also presumably make it easier to spot incoming critters before they arrive, as they pass through the circle.
Continual Light produces a globe of light 6" in radius, so a 12" spacing should make a continuous perimeter. Let's say 10" spacing to give a little overlap and a margin for error. With 10 stones spaced 10" apart we could make a circle at a radius from our encampment of roughly 16". That would give us at least a full round of warning.
Is this a good idea or a bad idea?
BTW, if you cast continual light on a handful of sand, do you get a handful of glowing sand that you can scatter in a pattern? Or does "an object" mean that only one of the sand grains will be affected?
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Post by Ginger on Aug 28, 2012 19:25:01 GMT -5
I think it would attract too much attention to have so much light around.
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Post by venger on Sept 11, 2012 15:20:12 GMT -5
While it was my suggestion, this is your list of standard operating procedures to compile. If the party wishes to continue operating in the haphazard way it does, that's fine with me - though I don't particularly like wasting time in session with order of the watch/daily/nightly routines/etc. or retconning spells cast/healing/etc.
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Post by Ginger on Sept 12, 2012 10:34:32 GMT -5
I pulled together some of the stuff we had and I made up marching orders for dungeons. Marching Order (Wilderness) ("The Paavo Pattern":): | Dan | Gabul/Bolo | Colby | Mr. Trommer | Nordel | Basmadoos | Youssef/Mamnoon | Paavo | Khaddil | | Haddiq | Azhbar | Mary | Friedrich |
I think Nordel's tough enough to hold the rear like that. If Friedrich's shadow goes away again, he and Nordel can double up and Gabul will take the spare camel. Haddiq will switch places and bring up the rear then. Marching Order (10' Dungeon Corridor)Azhbar | Basmadoos | Youssef | Dan | Colby | Paavo | Mr. Trommer | Haddiq | Mary | Gabul | Bolo | Khaddil | Nordel | Friedrich |
I presume Mamnoon will invisibly fly about and not file into regular order. Marching Order (5' Dungeon Corridor)Haddiq | Azhbar | Mary | Basmadoos | Gabul | Youssef | Bolo | Dan | Nordel | Khaddil | Colby | Paavo | Friedrich | Mr. Trommer |
I presume Mamnoon will invisibly fly about and not file into regular order. Night Watch schedule A:Watch 1: Dan, Trommer, Colby, Gabul, Khaddil Watch 2: Paavo, Mary, Basmadoos, Bolo, Nordel Watch 3: Youssef, Friedrich, Azhbar, Haddiq Night Watch Schedule B:1st: Trommer, Basmadoos, Bolo, Mary, Dan 2nd: Paavo, Nordel, Colby, Gabul, Azhbar 3rd: Friedrich, Khaddil, Youssef, Mamnoon, Haddiq Day Watch schedule A1st: Friedrich, Khaddil, Youssef, Mamnoon, Haddiq (memorizing) 2st: Trommer, Basmadoos, Bolo, Mary, Dan (memorizing) 3nd: Paavo, Nordel, Colby, Gabul, Azhbar Camp Setup:No campfire in the desert. Animals and sleeping people in the middle, surrounded by watchers. Individual:Bolo ---set up perimeter defenses Mr. Trommer ---check for forageables and medicinals Khaddil ---check for forageables Nordel ---check for forageables Mary ---cast Strength(s) for morning travel ---cast Deep Pockets ---memorize and cast Mend as needed ---memorize during Day watch Colby: ---set up perimeter defenses ---cast Strength(s) for night travel ---cast Deep Pockets (when traveling on foot) ---memorize during Day watch ---defender +1 defense Haddiq: ---memorize during Day Watch ---cast (3) Endure Heat after Day Watch ---expend remaining Dan: ---memorize during Day Watch ---cast (3) Endure Heat after Night Watch. ---cast Anti-Vermin Barrier before Night Watch. ---Create Water before each Midday Watch. ---recharge the Ring of Spell Storing from the Necklace of Prayer Beads if needed Youssef: ---Mamnoon Create Food during Night Watch. Speak w/camels. ---Mamnoon check surrounding area from sky. ---memorize during Day watch ---care for camels Detailed Endure Heat Casting Schedule-- Dan: cast Endure Heat travels from dawn to midday: 6 hours sleeps: 4 hours memorizes: 2 hours travels from dusk into the night: 6 hours watches: 2 hours sleeps: 4 hours Haddiq: travels from dawn to midday: 6 hours memorizes: 2 hours cast Endure Heat sleeps: 4 hours travels from dusk into the night: 6 hours sleeps: 4 hours watches: 2 hours
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Post by Wolfgar on Sept 12, 2012 21:36:10 GMT -5
Mamnoon will be next to Youssef in the dungeon marching orders as befits a bodyguard.
I think we will need to leave Khaddil (and others?) outside to watch the camels and supplies while we are in a dungeon.
Something we could add to the SOP are standard spell loads. It should be easy enough to do for desert travel. In a dungeon it may be more difficult to decide on a standard load.
Eventually, SOP stuff should make it onto the character sheets. You can always change it in session as needed but it is a handy reference when someone can't make the game.
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Post by venger on Sept 13, 2012 9:34:45 GMT -5
Eventually, SOP stuff should make it onto the character sheets. You can always change it in session as needed but it is a handy reference when someone can't make the game. Not sure why that's necessary if we have a separate, easily-referenced, one-page sheet with all the SOPs on it.
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Post by Ginger on Sept 13, 2012 10:31:13 GMT -5
Haddiq's Standard Spell Load-out:
1st: Protection from Evil Protection from Evil Protection from Evil Bless Create Water
2nd: Aid Hold Person Hold Person Find Traps
3rd: Prayer
Colby's Standard Spell Load-out:
1st: Magic Missile Magic Missile Magic Missile Sleep Sleep Unseen Servant
2nd: Web Stinking Cloud Mage Shield Strength Deeppockets
3rd: Slow Fireball Dispel Magic Protection from Normal Missiles
4th: Polymorph Self Rissa's Ruby Ray Rissa's Ruby Ray
5th: :(
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Post by Wolfgar on Sept 13, 2012 12:28:03 GMT -5
Doesn't Haddiq need 3 Endure Heat spells?
It would be nice if Colby had at least a couple of utility spells like Levitate, Knock or Fly. Or is Mary supposed to handle those?
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Post by venger on Sept 13, 2012 13:11:41 GMT -5
That's my issue with standard spell loads. I want to encourage spellcasters to think about what spells they are going to memorize, not just magic missile x5.
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Post by Ginger on Sept 13, 2012 14:25:20 GMT -5
Doesn't Haddiq need 3 Endure Heat spells? It would be nice if Colby had at least a couple of utility spells like Levitate, Knock or Fly. Or is Mary supposed to handle those? Yes, but the desert is "non-standard." I'm basically considering this to be a spell loadout if I'm not at a session or if we come into combat unprepared and I don't have anything written down yet. For Levitate and Knock, Mary should take those, since they're less level dependent and Mary's role-playing suggests she's a more self-conscious support caster. I'll swap Fly for PfNM once we're at our destination, under the assumption we'll be fighting magical creatures and monsters.
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Post by Wolfgar on Sept 13, 2012 16:24:37 GMT -5
Dan's Standard Spell Load (@ 6th level):
1st: Endure Heat Endure Heat Endure Heat Protection From Evil Create Water/Sanctuary*
2nd: Silence 15' Hold Person Find Traps Dust Devil/Find Traps* Anti-Vermin Barrier/Hold Person*
3rd: Prayer Feign Death Castigate
*A/B indicates A is for traveling and B is for dungeons.
Youssef's Standard Spell Load (@ 1st level):
1st: Lasting Breath Feather Fall Feather Fall Burning Hands
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Post by Wolfgar on Sept 19, 2012 21:49:55 GMT -5
Why is Colby use Rissa's Ruby Ray instead of Polymorph Other? Both are all or nothing, but Polymorph Other definitely takes them out of the game while Rissa's Ruby Ray may only hurt without killing.
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Post by Ginger on Sept 20, 2012 10:10:55 GMT -5
Rissa's Ruby Ray burns through enemies lightning bolt style and effects all of them in a 9" line.
Polymorph Other just seems kinda unsporting. I want to slay my enemies, not turn them into bunny rabbits.
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Post by Wolfgar on Sept 20, 2012 10:25:34 GMT -5
I thought the Ray stopped at the first person who fails their save. If it does multiple targets then that is great.
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Post by venger on Sept 20, 2012 10:47:22 GMT -5
If it does damage, it stops.
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