
GM Darkblade |

This side road is only a way-stop. The actual side road will not be reached until midday tomorrow. You will back track a short bit in the morning to rejoin the main road, then make the decision which way to go at that time. This stop was more to restock the water and find additional provender as well as safe quarters out of sight of the road, in case of pursuit.

GM Darkblade |

Don't forget you can chime in with particulars if you wish to add or do anything during the trip, just post and let everyone know. Hide it in a spoiler if you'd like or PM me here or via email and I will work it into my posts.
And speaking of posts, some of you seem to have forgotten that we agreed on a minimum of three posts a week. I'd like to see some more posts folks. Otherwise I am just wasting my time and I could be doing more productive things.

GM Darkblade |

The map of Oleg's Trading Post is updated on the Campaign Info tab. One square equals 5' for reference.
The Larder is a half-buried root cellar, so it appears to be a long low hill 5' high with steps down into the ground before the door.
The garden is a mix of traditional farm vegetables: corn, beans, peas, carrots, tomatoes, peppers, onions, and leafy greens.
The fort walls are about 12' high mud-braced half timbers rough rounded surfaces to the outside. Along the inside of each wall, a narrow walkway is mounted, roughly 8' off the ground. A 3' high railing runs the length of each catwalk. Narrow post stairs allow access to the courtyard at certain points off the catwalk.
The towers rise higher than the walls, to 15' in height, and are armed with swivel mounted ballistae. The lower sections are enclosed, with ladder access to the upper tarp roofed level.
The Trading Post is a two story peak roofed structure, with shuttered windows looking out from both floors. The first floor is stacked stones, the second plaster and oaken beams.
The other buildings in the compound are all sloped, turf roofed wooden clapboard, with narrow windows little larger than arrow slits and reinforced wooden doors.
The corral holds a cow, three pigs, a hog, and a horse. At least a dozen chickens wander around the compound, a coop attached to the side of the stables.
The below are not on the map
A short two wheeled cart and two mules sits outside the corral, hitched to the fencing alongside a half dozen horses.
Before the trading post, two makeshift tables and split wood benches are setup.
A roasting spit is arranged between and before the trading post and the bakery.

Echo Syne |

What I would like to do for this, is to kill the main bad guy, and hire the rest of them to help clear hexes. As long as the guy is not actively raping or killing anyone, and as long as their attention is on us, then I would like to negotiate with them. What that means is that you shouldnt go near them with weapons drawn (threaten). Once we negotiate with them to turn on them the main guy (Hap?) we can kill him and have ourselves the first unit of our vast empire. If they later on can not hold up their end of the bargin, we can imprison/execute/punish them later on.

GM Darkblade |

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GM Darkblade |

Sword +0 to hit Damage 1d8+5
Shield -5 to hit Damage 1d4+2
If you use just the sword, +6 to hit, Damage 1d8+5
To everyone, Kenzi is not out of the woods yet. He is unconscious at 1HP, with a spear tip lodged in his side, similar to the dog.
Irakli is looking bad, but then so is Happs.
Echo is about to pass out, limited to one action a turn. Anything stressful and he will pass out and starts bleeding out.
Grailmont is still hail and hearty, so there is that. Wonder how good is healing skills are?

GM Darkblade |

GM Darkblade |

Guys I have posted new rules to use for this campaign moving forward. Take a look at them in the Campaign tab.
I am going to run initiative in pairs, so two people may go, then the next two, down the line.
To try to speed this game up, if you have not posted in 48 hours from the previous post, I will run your character in a stationary full defense mode, no attacks, no spells.
We will be using ditzie. It's extremely simple to use and is different compared to google docs.
The idea is pretty simple. At the start of an encounter I'll post a map which will have movable tokens atop it. You click the link and move your token to where you want to go. The next step is important, click ENTER and copy the new web address, paste the new web address in a link included in your post. The next person should always use the person before them's link. Make sure to use the copy of the map that the player before you posted.
Its also very important that you click the Preview button before you post, especially when you moved in combat. Clicking the Preview button before you post refreshes the feed without posting, so you can make sure your post is correct before you commit to it. Please preview every post before you submit it, editing if something's needs changed.
Unfortunately Ditzie doesn't work well on touch devices. You can view the map but can't interact with it. In the case you need to post from your phone or tablet, just describe your movement with your post and I'll move your token before my next action if no one else has gotten to it.
Use the link I posted in the Gameplay tab and we will be underway. Remember, move your character, press enter, and copy the new url into your post at the end of your turn.

GM Darkblade |

You are not sure exactly what the spiders know, or who they intend to attack. It is a move action to dismount, so you could make a ranged attack if you have the capability. If you wish to make a melee attack, it would work best to hold your action until a target comes close.
You may dismount in any unobstructed square around the horse icon.