(OOC) General Discussion

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Jul 3, 2025 11:44 pm
Indeed, it would have been safer. Always carries a risk though. This would of made much more sense than IN A TOWN though.
Jul 4, 2025 12:15 am
HeroOfSometimes says:
Indeed, it would have been safer. Always carries a risk though. This would of made much more sense than IN A TOWN though.
In my mind using it here would have created a ready made trail.
Jul 4, 2025 12:34 am
There's different factors that come into play. Populated areas are generally more dangerous because there's more legates. Where there's more Legates, there's more Astiraxes. This place certainly isn't the best, but outside of a patrol or Watch Tower, there's not a very high chance there's gonna be an Astirax to sniff you out.
Jul 4, 2025 1:23 am
Good reminders! And good to know about the towers.


Back in town I had thought maybe if we went down to the basement and closed the hatch we could decrease the risk of detection?


Not sure it works like that tho.


Also can't look at loot now but will post a reaction to it and in loot thread later tonite.
Last edited July 4, 2025 1:28 am
Jul 4, 2025 5:01 am
So I didn't know if we believed we had time for it, so I tried to leave my post flexible....

Petra is willing to check for traps/poison residue on iron bound chest and then try to open it.

I rolled 15 on Perception but specified I'd like someone else to use their Perception too BEFORE I rolled.


Also rolled Disable Device 20 to open chest, probably not enough and am happy to let anyone else with ranks try it. Only PC I have been told has ranks in that was Azote, if I recall right.
Jul 4, 2025 1:12 pm
No more goodies to find. Feel free to write yourself back on the barge, unless you'd like to exchange more words.

Edit: Once the characters are back underway, this'll be their last opportunity to talk to Serah for a while, if ever. JFYI, if they're interested.
Jul 4, 2025 1:52 pm
One orc had a Horn.
Did it fall into the water?
Jul 4, 2025 1:55 pm
It did indeed.
Jul 4, 2025 10:07 pm
Not ignoring anyone.
Varin is just injuried and has a Splitting Headache for some reason.
He is going to rest while you guys do stuff.

I was assuming all of the dead were already pushed into the water.
If that was the case, is Jasir fishing them out?
If we cut the heads off the Orc it will also look less like an accident.
Jul 4, 2025 10:12 pm
Smiley says:
Not ignoring anyone.
Varin is just injuried and has a Splitting Headache for some reason.
He is going to rest while you guys do stuff.

I was assuming all of the dead were already pushed into the water.
If that was the case, is Jasir fishing them out?
If we cut the heads off the Orc it will also look less like an accident.
Yeah, but the headless dead orc won't turn into a Fell and tell them it was Gnomes, elves, and a giant on an eel barge.
Jul 4, 2025 10:17 pm
Greemology says:
Smiley says:
Not ignoring anyone.
Varin is just injuried and has a Splitting Headache for some reason.
He is going to rest while you guys do stuff.

I was assuming all of the dead were already pushed into the water.
If that was the case, is Jasir fishing them out?
If we cut the heads off the Orc it will also look less like an accident.
Yeah, but the headless dead orc won't turn into a Fell and tell them it was Gnomes, elves, and a giant on an eel barge.
Exactly so. Fell aren't just zombies. They get up with full intelligence and memory and might not even know they're dead.
Last edited July 4, 2025 10:18 pm
Jul 5, 2025 12:48 am
We talked about danger of magic as in lingering effects. I can only assume that the seeker have very good senses past what a detect magic can do. So, casting a magic missile or cantrip is equally dangerous per lingering effects as it rates as faint linger.

Looking to the aura strength that lingers after any spell is casted it based on the caster level or the spell level and the greater of the two is used. All spells from 0 to 3 are rated the same and all caster from level 1 to 5 are rated the same as they produce faint magic.

So, by the rules of lingering magic, there is no difference between any of our party casting cantrips or higher-level spells. They linger the same.

3.5e pointed this out well with their defining of magic. Later edition doesn't take the time to point it out clearly.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object: Faint, Moderate, Strong, Overwhelming
Functioning spell (spell level): 3rd or lower, 4th-6th, 7th-9th,10th+ (deity-level)
Magic item (caster level): 5th or lower, 6th-11th, 12th-20th, 21st+ (artifact)

Original Strength: Duration
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Last edited July 5, 2025 1:04 am
Jul 5, 2025 12:59 am
So I can cast the ONLY SPELL I KNOW and have no problem?
We will NEVER GET LOST!! :p
[ +- ] Know Direction (Spell)
Jul 5, 2025 1:10 am
Magic in Midnight is fundamentally treated differently than the base 3.5 or in our case Pathfinder. Astirax only detect the spell as it's being cast. Essentially they feel the emanation from a channeled spell, not the aura. The more spells are cast in a close proximity to each other, the stronger the spell level, the level of the Astirax all effect how far the magic can be detected.

Think of it as an built in alarm in their heads. You cast a spell, the alarm goes off. If it's a lot of spells, a big spell, or they've upgraded the range of their alarm, it's louder. But the alarm doesn't continue after the spell has been cast, they can't physically sniff out the spell. But they can tell which direction it came from. From that point on there's an Astirax and possibly a legate trying to find that naughty spell caster...
Jul 5, 2025 1:11 am
Spells from innate magic cannot be tracked. I believe that comes from your innate magic feat, if so, it's safe.
Jul 5, 2025 1:21 am
So, Naturefriend spells are safe too as they are like innate. Only my level 0 & level 1 channeler spells can be detected as faint. Glad you made that distinction.
Last edited July 5, 2025 1:23 am
Jul 5, 2025 1:22 am
WanderOne says:
We talked about danger of magic as in lingering effects. I can only assume that the seeker have very good senses past what a detect magic can do. So, casting a magic missile or cantrip is equally dangerous per lingering effects as it rates as faint linger.

Looking to the aura strength that lingers after any spell is casted it based on the caster level or the spell level and the greater of the two is used. All spells from 0 to 3 are rated the same and all caster from level 1 to 5 are rated the same as they produce faint magic.

So, by the rules of lingering magic, there is no difference between any of our party casting cantrips or higher-level spells. They linger the same.

3.5e pointed this out well with their defining of magic. Later edition doesn't take the time to point it out clearly.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object: Faint, Moderate, Strong, Overwhelming
Functioning spell (spell level): 3rd or lower, 4th-6th, 7th-9th,10th+ (deity-level)
Magic item (caster level): 5th or lower, 6th-11th, 12th-20th, 21st+ (artifact)

Original Strength: Duration
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
So Astiraxes detect at a number of miles based upon the spell level of the spell. Also the table at the end currently looks like:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Citation : Detect Magic

So. Basically Jasir is correct on both fronts.
Last edited July 5, 2025 1:24 am
Jul 5, 2025 1:34 am
This only thing they can detect at length are things like magic items, which are constantly active or spells that have a duration, but only during the duration of the spell. They only detect active effects.
Jul 5, 2025 1:39 am
I'm going to take a guess that our healing magics are channeled spells. I know Azote's cure minor wounds & cure light wounds are channeled.
Jul 5, 2025 1:42 am
Also, I updated Adventures in midnight, a lot of the problems with the old version should be fixed. Since I have so much free time coming up, I'll probably keep making improvements. Anyway, let me know if you see problems with it.

Also Also, waiting a moment before we press on for a decision to be made about the talisman... I'll see what the situation looks like in the morning, before moving on.
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