The most voted combo was leather cap + studded leather pants + good quality sword, which would cost 26.3 silver.
Off to write the update, should be up in 1-2 hours. I wonder how many of you realized just how... vague option C is
Off to write the update, should be up in 1-2 hours. I wonder how many of you realized just how... vague option C is
Say, are there monocles around, and is there a demon realm? I know I'm requesting meta knowledge here, but I'm curious.
You also wonder whether or not you should ask for Kalz and his men.
1 One of Jacob's spies (I'm not so keen on them for their information ability, although it might prove useful. They're good with traps though, which, given we don't know the nature of the facility we're going to could prove useful. Also good for defense)
1 hunters/trackers (Scout, track down pesky carpenters should they bother us, useful fellow)
1 clerk (take care of paperwork if we're busy being big damn heroes)
1 merchant (could come in handy for mathemagicks or bartering for supplies)
1 cook (to make sure the party is tolerably fed)
1 healer/herbalist (obviously useful)
1 scholar (for lore checks, pity Thomas is so old or he'd be perfect for the job)
1 Mason/Engineer (We're going to some sort of former base, maybe ruins, for an indeterminate amount of time. A mason can help with fortifications, and if we're delving into ruins, he can assist in the process)
1 Smith (Maintains the soldier's gear, can craft any goods we might find ourselves needing, shoes our horses, and when it comes down to it, can replace a strong labourer)
1 Miner (Digs, and makes sure tunnels are structurally sound, also serves as strong generic labourer)
Also, if we have time to spare: acquire monocle!
Obviously I want to LARP a sadistic, monocle-wearing, tranny-fucking, alcoholic dragon. That can also summon succubi. Ain't it obvious?Lol, what is this strange fetish of yours?. Very well, I can tell you that monocles do exist in the setting. Not like it's going to change anything, whether or not you wear one
Soldiers:
Kalz + his men (main fighting force)
4 light infantry (for skirmishing)
4 horsemen (to outflank and hunt down enemies)
3 archers (might come in handy, since the enemy uses them)
2 polearms (would be very useful against cavalry)
Civilian, if available:
2 hunters/trackers (they can also scout around our camp etc)
2 clerks (in case one of them takes an arrow to the knee)
1 merchant (could come in handy for mathemagicks or bartering for supplies)
2 cooks (to make sure the party is tolerably fed)
2 healers/herbalists (obviously useful)
1 scholar (for lore checks, pity Thomas is so old or he'd be perfect for the job)
No need for laborers as the soldiers can do heavy lifting if need be.
Updated my journal at post #1363 to partially reflect these choices.Soldiers:
Kalz + his men (main fighting force)
4 light infantry (for skirmishing)
4 horsemen (to outflank and hunt down enemies)
3 archers (might come in handy, since the enemy uses them)
2 polearms (would be very useful against cavalry)
Civilian, if available:
2 hunters/trackers (they can also scout around our camp etc)
2 clerks (in case one of them takes an arrow to the knee)
1 merchant (could come in handy for mathemagicks or bartering for supplies)
2 cooks (to make sure the party is tolerably fed)
2 healers/herbalists (obviously useful)
1 scholar (for lore checks, pity Thomas is so old or he'd be perfect for the job)
No need for laborers as the soldiers can do heavy lifting if need be.
Also, if we have time to spare: acquire monocle!
I agree with Monty's soldier list and Kalin's civilian list (although I would recommend switching one of the clerks for a general craftsman)