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Sellsword

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43 minutes ago, Sellsword said:

I scanned the trilogy of modules to see if there were other types of magical weapons accounted for--as suspected, there were many longswords, but very few weapons of other types and no other magical blades. Making a snap ruling--

When a magical item is indicated by the adventure (we'll use the example of a long sword here), I'll use the normal DMG weapon type generation tables to determine the weapon type, including subtype for groups of weapons such as swords and axes. That way, there's a little more variety to the equipment found.

There is a fair amount of magical loot potentially available throughout the adventures--but how much of it you actually encounter depends on many decisions you make. Sound good?

Sounds good to me

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I've just checked everybody's weapon proficiencies.

Only Valandil and Lirion are proficient with longsword, so it really ought to go to one of them.

Both fighters, both elves, so little to choose between them.

Val is a longbow specialist and Lirion is a magic-user, so could come down to who is more likely to get into melee combat.

 

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Not using weapon proficiencies, the only case where it actually comes into play is for single-classed fighters using weapon specialization. Some players included that on their sheets (probably as habit), but weapons allowed are dictated by class, which opens up the amount of people that can potentially use it. That's one of the reasons I prefer not to use WPs and NWPs, they tend to limit as opposed to actually providing depth.

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Ah, I thought you were just not using non-weapon proficiencies. Thanks for the clarification; that opens it up a lot.

I'm still going to rule out Mandons here, as he is better using his (specialised) bastard sword than the magic longsword.

 

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1 hour ago, Excior said:

If nobody else wants it I will take it.

 

4 minutes ago, rauhric said:

I'll take it if no one wants the sword.

You two should really talk to each other.

 

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As the crow flies, assuming the map is correct it's about 100 miles from Shadowdale to the Giant's Craw Valley. Due to the natural barriers of the Spiderhaunt Woods, the River Ashaba and the surrounding hills however, if you follow Lhaeo's advice you will backtrack most of a day along the Northride to where it meets the Tethyamar Trail, take that north nearly 100 miles, then cut across the plains for 30 or so miles to the valley where you'll have to search for the crypt in the hills. You may absolutely decide to take shortcuts if you wish, just please let me know if your plan will deviate from Lhaeo's suggestion at the outset.

For overland movement, a normal man (unencumbered) can walk about 24 miles per day across open land; carrying a more or less standard amount of gear through you would expect to achieve half that. For a light warhorse or riding horse, you'd double that, so you could achieve 48 miles unencumbered or 24 miles with a standard loadout.

An existing trail on the same open land (such as the Tethyamar Trail) cuts the movement cost in half for that type of terrain, so for an adventurer you're back to about 24 miles per day on foot or 48 miles on horse. Considering the overland portion of the trip that's off-trail, that's why Lhaeo's estimate is about 6 days (or more), ignoring all outside factors (weather, encounters, etc.).

Worth mentioning that your group can only travel as fast as the slowest member, so if they halfling buys a pony, your overall progress won't be much faster than that of an unencumbered man on foot. Similarly, if the warriors opt for heavier mounts, it will likewise add a day or more to the trip.

Just thought I'd break all of that out for you, in case it helps with planning. Make sure you designate what type of mount you take (or note it on your character sheet); light warhorses and riding horses make the most sense, but if you'd prefer to opt for something heavier, that's fine with the knowledge that it will potentially slow the group.

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14 minutes ago, Lord Foul said:

 

You two should really talk to each other.

 

if forced into hand-to-hand combat I will be at +0 to hit and damage with the Magic Sword I will be at +2 to hit and +1 on damage

 

Theo will be +1 to hit and +2 to damage so the advantage is about even

 

@rauhric do you want to roll for it? 1d20 High roll gets it?

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Just in case it factors into the consideration for the weapon, it's a longsword +1. I don't see any need to hide that fact, and it prevents me having to remember a bunch of stuff later. So the sword itself will provide an additional +1 on the hit roll as well as +1 damage for whoever uses it.

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