Re: Spare Armour

From: ALISON PLACE <alison_place_at_...>
Date: Tue, 7 Sep 2004 18:00:12 -0700 (PDT)

Me: Anytime our lot 'finds' spare armour... it... generally just gets sold. I mean, how much extra armour does one need?  

Jeff: Let's see... Followers. Kin. The neighbors. Folks you want to impress. Those secret equipment caches set up for the inevitable day when we're outlawed for the good of the clan. Upgrading the warband. Replacing the warband (oops).

        Yep, lots of uses for "empties" out there!

Me: Good list, thanks! However, when the group has been campaigning long enough, even that list gets about filled, in my experience. In fact, we have a whole damn *boatload* of stolen, I mean salvaged, Lunar stuff that we haven't managed to figure out how to get back to Sartar or down to Heortland. Even if we count staying alive as a optional extra. (Speaking of which, if anyone has any brilliant ideas, feel free to mention them. We do have a seaworthy ship, but *no* idea how to arrange the handover.)

Our other main problem (we're running River Voices out of Garhound) is that our two main armour sources tend to be dead Lunars (dangerously distinctive armour, frequently), and, ugh, broo. Strangely, few want armour that's either apt to get you crucified, or diseased.

Nope, there can come a point when scrapping the metal, and using the leather for repairs is about what's left to do. But I'll keep all the other suggestions in mind.



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