
Taissa Sloane |

FYI Mel (first message from GM):
Tweaking the sails
Mel, for now the cost to improve the sails is straight out of the book, nothing too expensive.
For sailcloth it was either flax (linen), hemp or cotton or canvas.
Cotton 8 gp per 1 sq. yard
Canvas 1 sp per 1 sq. yard
Linen 4 gp per 1 sq. yard
So, we need to decide if we are going to change the rigging?

Taissa Sloane |

Nods. Wish we had something big we could sell to make some quick money.
Dain GM, how much are we looking at if we purchase cannons? Book value? And can we construct our own ballista and catapult (using our crafting supplies)? We could build a fighting top.
Would Capt John lend us one of The Seahawk's ship weapons in the interim? I mean we are going to Osirion to help them on this quest ...

Taissa Sloane |

Yup, you'd be right about that. Taissa would happily put Melthune to "work" to earn coin over her animal companions. ;p

Melthune "Sans helmet" |

*Raises hand/finger*
Um...technically...Melthune is already working as part of the crew. ;)
So...hiring her out 'extra' would be more seemingly the go.
Yah! Mercenary sell sword for hire!
Got a nice ring to it. ;)

Dain GM |

You won't be able to construct siege weapons at this time, as that takes either a large forge or a small foundry.
Also - the real issue currently is that you'd be in trouble with regards to using Siege Engines as for some reason the book suggest you need to use "Knowledge; Engineering" check to fire them.
That's not your real issue, though.
The real issue is that your ship requires a crew of 12 to man her successfully. That means you can move it forward via a "Skeleton Crew" of 6 (which is what you've been doing), but that has penalties to it.
Also, the other issue is that assuming you were to encounter another sailing ship with no weapons on it at all, we can assume that she has at least 20 men to sail her (not counting officers).
If we assume that the men move to attack and that an average weapon does a total of 19-20 threat range, you're looking at least 10% of their attacks hitting critical hits on you if they catch you (again, this doesn't count officers who are probably more capable and would also put their total above 20; but you've seen what goblins can do, so just tossing that out there).
You have a few options at this point that seem reasonable.
1. Repair the ship reasonably and try to find a buyer in the city who may want to take it south to Rahadoum. If it's seaworthy they may buy it at a reasonable price and you could save that money for later; hoping to sail with Johnny and his crew east to Osirion fast and hope to pirate another ship between here and there and buy better weapons for her once you get to the next port with the money you earned from selling this ship.
2. Sell the ship outright now and take the money and tell Johnny you're heading back to Beacon now and try to invest it somewhere along the way.
- This could include:
a. Offering coin to commission you a new ship
b. Taking the coin to invest in a land project
c. Taking the coin and try to invest in some better gear and brave the wilds of the Varisian highlands looking for more stuff at home.
3. Gamble a bit and invest all the loot you have currently for other people to repair the ship now which would free you up to maybe move into the city and the surrounding area looking for some extra easy coin to hopefully buy more gear to improve the status of the current ship or buy weapons outright for it.
Of course, those are only a few possibilities. Naturally I have plot already started for any of those possibilities above so all you guys have to do is just decide on a topic and we're good.
That said - good hunting.
PS: Given that you have new mates on the ship, what do you do with the goblin below decks? Just curious...

Taissa Sloane |

Polux has ideas for the goblin. But I will wait for him to share them with the group via rp.
Thanks for the rundown on the options.

Dain GM |

Polux has ideas for the goblin. But I will wait for him to share them with the group via rp.
Thanks for the rundown on the options.
No worries!
Remember, those are only a few options that I've thought of. You guys may have thought of others at this time, I'm not sure.
I'd recommend that everyone think things over (including new characters) and toss up what they'd enjoy most in order of most interesting to least interesting to them.
Then I'll look at each list and use it as a sort of de facto voting system.
Meanwhile, as you all already know, there's a massive amount of stuff in the city already unfolding given what you guys have done/not done and said/not said to the rest of the citizens.
That will be unfolding soon no matter what happens, which will be interesting.
Meanwhile, good luck with your plans!

Taissa Sloane |
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We have enough to make the ship seaworthy (with some spare crafting supplies left over). We have bought all the supplies - food and drink and carpentry and cooking equipment etc, including the 3 days docking fees (9 gp).
The ship fund is currently at 10 gp, 12 sp & 4 cp (with 500 gp worth of crafting supplies, of which 400 gp will be used to repair the hull). I put up the cost for sails in a few posts above this one (per sq yard).
For sailcloth it was either flax (linen), hemp or cotton or canvas.
Cotton 8 gp per 1 sq. yard
Canvas 1 sp per 1 sq. yard
Linen 4 gp per 1 sq. yardSo, we need to decide if we are going to change the rigging?

Zayna Amjad |

I like the idea of using the dhow to return to Beacon, and then going on a land expedition into Varisia. Maybe after that we'd have enough money to properly outfit and crew the ship. However, hiring sailors should be cheaper than fixing the ship. Zayna would prefer slaves if possible, but I'm sure there's an anti-slavery person on the ship somewhere.
A specialized slave is 500 GP (one of the officer positions), a hard labor slave is 100 GP (rower or general ship's grunt).
Paying a sailor would be anything from 3 SP to 1 GP/Day, depending on what DM Dain says. (Skilled hirelings vary in price, cheapest listed 3 SP/day, most expensive is Sage at 15 GP/Day. Doctor is 1 GP/day, and I figure sailors are way less skilled than doctors.)

Dain GM |

I like the idea of using the dhow to return to Beacon, and then going on a land expedition into Varisia. Maybe after that we'd have enough money to properly outfit and crew the ship. However, hiring sailors should be cheaper than fixing the ship. Zayna would prefer slaves if possible, but I'm sure there's an anti-slavery person on the ship somewhere.
A specialized slave is 500 GP (one of the officer positions), a hard labor slave is 100 GP (rower or general ship's grunt).
Paying a sailor would be anything from 3 SP to 1 GP/Day, depending on what DM Dain says. (Skilled hirelings vary in price, cheapest listed 3 SP/day, most expensive is Sage at 15 GP/Day. Doctor is 1 GP/day, and I figure sailors are way less skilled than doctors.)
Thank you for your vote on the options.
I should add that hirelings are probably a lot better then slaves for this crew, but you may be able to get hirelings much cheaper depending on how you approach them (such as paying them commission work if they aid you in the activities on board).
That's just a suggestion, though.

Dain GM |

Any idea on how much a skilled sailor would cost per day? It's not specified in the book. Just says what I said in my last post.
Actually, I have plenty ideas on that.
However, there are a few things to consider regarding more sailors -
1. How many are you trying for? Right now you have 6 PC's and potentially 2 NPC sailors (depending on what the gang decides on). You only need 6 to sail her formally via a skeleton crew, but you need 12 to sail her at full capacity. That would mean you'd need to get at least 4 more NPC's on board - or recruit new players (if you go that route).
2. Assuming the gang decides on getting new sailors, the best bet is to try doing some social RP. Much of your pricing will be directly impacted by your writing, posting and frequency of each.
I don't know if you've noticed, but frequent and enthusiastic posting typically is rewarded in the game; so if you're looking for sailors, there are lots of ways that you could get extra men to help sail - you could be charming to sailors; you could be recruiting religious zealots; you could drug them with a press gang; you could even promise them fortune and glory in Beacon if they come along for the ride - it's all how you play it out. But generally RP is the key to getting better stuff.
The only real issue is that the other players will have to toss up their ideas and they may not want extra sailors.
But to answer your question more directly - if you really want to get more sailors the basic route is to find sailors via "Profession: Sailor" on a standard Take 10.
While you normally can't use a Take 10 on the roll - this is a way I typically figure pricing for certain NPC Talent. For this purpose if a Sailor was level 1 and had 1 rank, plus proficiency, plus a +1 for modest Wisdom modifier - you'd be looking at a 15 or 16 (depending on their Wisdom Modifier), or roughly 7.5 to 8 GP a week (plus food/water).
Since Doctors use their Wisdom Bonus to be "Skilled" we can naturally assume they have a decent Wisdom Score which effects their Heal Check and their Profession Roll - so we could probably assume a doctor has at least 2 ranks in the skill, plus proficiency, plus maybe a Wisdom of +3 for a net of 9 GP a day, or a little more than 1 GP and 2 Silver a day.
Meantime, a hireling with no ranks in it, and no wisdom modifier would cost you 5 gold pieces a week - that's roughly 7 silver pieces a day.
But that's just a possibility.

Dain GM |

Well...there was an Elf walking around just rescently who seemed to have experiance at sailing. Jus', y'know, sayin'. ;)
As for the ship? I don't care about it or its fate one bit. Zayna's idea is as good as any.
Melthune, while I appreciate your concerns about the elf sailor, the thing is - I'm kind of looking more for what people do care about/interested in.
If you're saying that of all the possible ideas and thoughts on what to do next that I presented, including also all the ideas that you might have come up with, that your idea of what to do next is to go along with Zayna's decision, that's your call.
Also, she had suggested slaves. I didn't know if Melthune was also comfortable with slavery, too. Is that something that your character agrees with (for in-game purposes it helps if I know this kind of stuff).
Finally, I should point out that - at the least - if the others decide to sail then having a ship that's not seaworthy may be a problem to a warrior that's wearing plate-mail. Just a suggestion, though.

Taissa Sloane |

@Melthune: Taissa, Polux, Hack and Zayna all have Profession: Sailor, so I think Suny's absence is not going to make a big dent on the ship. OR, are you suggesting we hire back Suny and Elianna (npc) for a short time to help us man the ship, bringing our number to 10?
Honestly, Taissa would have issue with taking on slaves. She wouldn't mind hiring sailors - we made it to Korvosa with half a crew, so taking on some skilled hirelings isn't something that is out of the question.
If we keep the goblin on (that's up to Polux) and retain our NPC pilot, Kat, that's a total of 8 crew. We just need 4 hirelings for a full crew.
I am open to options 1 and 2 suggested by the GM.
Re Option 3: I think, even if we did the work ourselves, we could have two PCs (Taissa and Hack) and an NPC (Kat) working on the ship repairs, allowing the other PCS to wander around town and try to make some coin.

Dain GM |

@Melthune: Taissa, Polux, Hack and Zayna all have Profession: Sailor, so I think Suny's absence is not going to make a big dent on the ship.
Honestly, Taissa would be against taking on slaves. She wouldn't mind hiring sailors - we made it to Korvosa with half a crew, so taking on some skilled hirelings isn't something that is out of the question.
If we keep the goblin on (that's up to Polux) and retain our NPC pilot, Kat, that's a total of 8 crew. We just need 4 hirelings for a full crew.
I am open to options 1 and 2 suggested by the GM.
Re Option 3: I think, even if we did the work ourselves, we could have two PCs (Taissa and Hack) and an NPC (Kat) working on the ship repairs, allowing the other PCS to wander around town and try to make some coin.
Remember, too - Beacon is also anti-slave; it's bad for moral when starting a new "Free City" to allow slavers to enter the town with many escaped slaves living there looking for a chance to start over.
As for the options, Taissa - if you could help clarify a bit as option 1 and 2 are a bit different (option 1 involves you heading to Osirion, Option 2 involves you going back to Beacon).
In other words, if you had to arrange things on a scale of 1-3 in order of preference that would be great as I'm kind of looking to find a "vote" on what you guys plan on doing next specifically.

Taissa Sloane |

Nods. I remember the anti-slave thing and Taissa's has opted for no slaves. I thought 'hirelings' meant skilled people who had the freedom to hawk their talent and choose to be part of a crew? I am not condoning shanghaiing anyone either. Am I misinterpretting something?
If Taissa would have to choose one, she'd ultimately like to return to Beacon and do the work she has signed up for. But I am open to either option 1 or 2 -- I'm allowing that flexibility into my decision, if that is what the others/majority want to do. That's all. :)

Zayna Amjad |

When I say slaves, I'm not suggesting a hold full of kidnapped native peoples who are frequently whipped and treated like animals, as the American mind might immediately jump to. More like the most benevolent kinds of slavery that were practiced in the Ancient Mediterranean. They would be given plenty of food, reasonable lodging and some time off like an employee, just no wage. Zayna is not evil, she would want to treat them well, and probably give them money occasionally as well.
It just has the advantage of only being a one time payment should times turn rough and we not have enough to pay the crew. Less chance of a mutiny I'd figure.
As DM Dain pointed out, in any naval conflict our main disadvantage right now would be a lack of crew and weapons. We don't really have someone capable of operating siege weapons it seems like, though we could try to recruit someone like that also. However, if we just end up going back to Beacon and then on to land, it would be better to hold off on that.
Heading back to Beacon and then a land mission would also put another tick towards slaves, because we could leave them in Beacon with some money/food and the ship, and they wouldn't be expecting to get a weekly wage or whatever.
Edit:I hadn't realized slavery was illegal in Beacon. Nevermind. I assumed it would be legal since it's the norm for the Inner Sea. I am also not cool with pressganging people. Either they will be paid for property, or paid employees.

Taissa Sloane |

I still think we'd have issue with the Regent of Beacon if we came back into town with slaves in our employ, no matter how benevolent we are as employers.
And we have no siege weapons, but I do understand your point Zayna about being undermanned.
I still don't like that option. Sorry. But if the majority vote for well treated slaves, then that's what it has to be. I will accept the group's decision. I just offered my thoughts as per GM's request.
Ninja'd by Zayna's edit. :)

Dain GM |

Nods. I remember the anti-slave thing and Taissa's has opted for no slaves. I thought 'hirelings' meant skilled people who had the freedom to choose to be part of a crew? I am not condoning shanghaiing anyone either. Am I misinterpretting something?
No, regarding the slave thing I was just re-stating that for general knowledge.
And yes, hirelings are not slaves - they are indeed skilled labor that you hire.
Okay, I have to crash out formally now.
So far I have 1 formal vote for selling the ship now and Going to Beacon and then heading over-land in the winter snow looking for adventure in the giant and troll filled highlands.
I have 2 other votes that are currently open to what the group is interested in.
Meanwhile, I'm looking forward to seeing what the rest of you decide on soon :)

Zayna Amjad |

If that's my formal vote it should be "Keeping the ship, taking it to Beacon and then heading over-land in the winter snow looking for adventure in the giant and troll filled highlands. If we survive, return to use the spoils of that adventure in completing the repairs/upgrades to the ship."
I'd also be fine with, "Berthing the ship in Korvosa, and leaving it there, then seeking out adventure in the environs around Korvosa."
Finally, I'd like to know what mission you were on with the Seahawk. I only read the beginning of the gameplay thread, so I am as ignorant as Zayna.

Melthune "Sans helmet" |

As stated AT WORK ATM. Not realy able to discuss for eight or so more hours.
Yes, hire Suny + company as NPC's.
Also, I have an idea that Melthune would like to try. Will full post after work.
I second Zanya's plan.

Taissa Sloane |

For Zayna : This was part of a prophecy of Priest Vale -- that the Fates told him he would meet us and we would help him stop the ritual.
First mission was to a remote island to stop a dark ritual on a moonless night where human/blood sacrifices were going to be made to the Old ones to raise a dark demon. There, a black statue/idol was discovered (used as part of the ritual), and Vale wants to travel to Osirion to destroy it with some help of Osirion priests.
"The sacrifice is to some kind of snake god that is popular in small cults in Osirion; the god is called Apep... It is a dark and evil god; that is why we are turning the relics over to priests in Osirion – they know how to deal with such relics. But as to the nature of the god? It is evil and lusts for blood offerings… we shall leave it at that,”
You can find the quest from pages 12 - 14 on the campaign thread.

Taissa Sloane |

Regarding hiring: If the group wants to hire back Suny and Elianna in the interim to help us man the ship, Taissa is fine with that. They can then be dropped off somewhere after that and start their new life together.

Zayna Amjad |

I see. Well, once that's explained to Zayna in character she'll share her opinion on it. But honestly, that's a long ass voyage for an under crewed, weaponless ship. Osirion is all the way down around Varisia and Cheliax, through the Arch of Aroden and across the Inner Sea. Basically half a world away.
She'd much rather do some local questing first to get a fully crewed and armed ship before trying to make that long of a journey. She did in fact just spend the last few years of traveling getting away from the continent of Garund in order to look for Thassilonian artifacts in the north after all. Especially if it's winter right now, the seas will be treacherous. The voyage would be better undertaken in the late spring I'd think.

Taissa Sloane |

Zayna, I have no issue with anything you have said re questing or the seasonal and physical dangers etc. However Priest Vale (led by the Fates) is a halfling priest who has to do things at certain times/dates (full moons, moonless nights etc) and he seems to be wanting to get down there as soon as possible (from what I gather). We are moving at this pace due to his urgings and none seek to anger the strange priest.
In regard to the dark ritual, I am sure one of us will share the story with you over supper...so you and Melthune will be in the know. Maybe even over tonight's supper.
An aside: I will be back later, after dinner, to catch up and reply to rp.

Taissa Sloane |

@Hack: Zayna channelled some healing your way and you got back 9 hp. So I believe that brings you up to 50/55 hp now. :)
@Melthune: That brings you to full hp.
@Dain GM and group: The goblin also received healing, returning 9 hp to him. I'm not sure how many hp he had after the combat. Yes, Taissa was feeling merciful when she asked Zayna to include him also. ;)

Taissa Sloane |

I know. But Taissa could have had the goblin drawn away/back from the radial burst and not receive the healing. But she didn't. So it's all good. Fingers crossed. :)

Shenkt "Hack" Corchran |

Hack would also be opposed to slavery of any sort. I would think that Zayna's option of returning to Beacon would be best. I also believe that we should do so by using The Scorpion. It holds value for us as a future weapon in sea-bound attacks by pirates upon Beacon or for our group doing a little freebooting ourselves.
I am certainly not interested in an entirely naval adventure. I could have signed onto Skull & Shackles for that. It would be best to get the newcomers back to Beacon and they could formally be signed on like we were. The winter months could be spent outfitting the ship and taking care of any land-based threats as we establish ourselves as protectors of Beacon.

Taissa Sloane |

Okay, count Taissa's vote to sail the ship back to Beacon. That still means we have to make her seaworthy and find a way to get some ship weaponry in case pirates and privateers attack us on the journey back to Beacon. We won't have The Seahawk to help as I'm sure they'll be headed to Osirion.
If we keep the ship, I vote to rename her.

Shenkt "Hack" Corchran |

We should be ok for the trip back. There were no Pirates in the waters for the short trip over, that I can recall.
I am up for changing the name too, possibly to mimic a name that we choose for our group.

Polux |

Polux, Ren has the schematics to our ship and has written a report. Perhaps you and Taissa can go over the report with him and have a better idea about the ship we are sailing on and what improvements need to be done.
Agreed, perhaps for a definite number of gold we would need to spend.
Some things have already been answered in my post, but:
- Slavery is a no go for Polux (though see below);
- If people need a job for food and shelter, and are willing to take the risk, he has nothing against taking them on board providing just that, and paying them off the final loot, if there is one;
- Polux wants to either risk the trip (Yep, even without weapons) - check Gameplay note about being escorted by The Seahawk; or sell it right here, and move aboard the Seahawk to continue our trip, if it is a possibility - we had kinda ascertained that if there would be a better time to leave Beacon for a travel, it would be now, during winter. Also he wants to get to the bottom of the whole Darkness God thing;
- I like 'The Scorpion', but am ok with a name change;
- I am not formally interested in a 'naval only' campaign, but I think it a different, and interesting part of the game that we could carry out now (again, I am NOT a sailor - Polux does know something about it though);
- As per my Gameplay post, I would agree on healing the goblin (as Polux would like him to join the crew);
- Hiring Suny and Elliana is a 'no' for Polux;
I think that covers it?

Taissa Sloane |

So, is everyone okay with selling The Scorpion (fully stocked as it is currently) in Korvosa, and keeping the coin to commission a new ship at a later date? We can hitch a ride to Osirion with The Seahawk crew, finish the dark artefacts mission, then (if we survive) head back to Beacon?
(Those who contributed to the ship's fund out of their personal coin can recoup their money from the earnings on the ship sale.)

Shenkt "Hack" Corchran |

I am not onboard with that, but will do so if everyone else is in agreement. I would rather sell it and travel overland to Beacon, buying a manor, or building one on our granted land. Like I said, I would rather not prolong the naval aspects of the campaign.

Taissa Sloane |

Understood and no worries, Hack. Not trying to strong arm anyone into it. Just hoping to get everyone to have a say and make a final decision soon.
Thanks for the input. :)

Shenkt "Hack" Corchran |

The vote will ultimately control, but like I said "in game", the threats to Beacon in the Spring are clear, and it does not seem logical to take the gold and head away from our duties when that coin could be put to good use living up to our obligations. The dark evil seems like a much larger threat that we will no doubt encounter in our area before long, but why go chasing it down when we have a new home to protect from more immediate threats, especially if we succumb to them because we are away for so long?

Dain GM |

Hey Gang
Here’s the thing.
I played a Kingmaker Game a while back and realized quickly that while doing a day-to-day log with each set of travel in which players plotted out every maneuver each day, wrote pages of Social RP on the trail, and logged every day in an almost “Journal Entry” in which they explored/examined each hex on the map – with random encounters and unusual creatures and NPC’s to be found on nearly every Hex (I deviated a bit from the Core Books by adding a few modest changes) was great fun and a lot of good times for writing and story mode, and really got things cooking once they hit book 2. But I tell you now, it was a long, long process.
In the “Getting to Know You” stages I did a lot of that in this game so that we’d have plenty of time to examine the world and do some good Social RP to know each other.
However, all things considered, if you go to Osirion or travel overland to Beacon – either way, I’m just going to do the following plan:
Plot their destination from point A to B.
Calculate the time it will take them to get there.
Fast-forward to when they get there; the only changes being the dates/times/Moon Cycles/Weather Patterns for when they arrive.
It really made things speed up a lot.
The only deviations from that plan for long journeys will be:
1. If players get into an incident on the way. So if you travel overland to Beacon and I say “It takes you two weeks, but on day six I need Perception Checks to spot the ambush” – then we roll out the combat, and then keep going to Beacon. After you get to your destination I will tell you how many days of supplies you went through – nice and easy.
2. Players may wish to do things on the trip; so if you were heading to Osirion on Ship someone like Zayna (if she went with us) might say – ”You know, I have a ton of gold to buy crafting supplies; I also obviously have the Gunsmithing Feat, and the Gunner on The Seahawk is not as much a sailor as an Archtype for Gnomish Gunslingers. Since I’m not much of a Sailor, why don’t I ask someone in the group to make a Diplomacy Check so I can haggle a bunch of my gold into “Crafting Supplies” and then on the trip over – since I won’t be sailing much – I could be crafting our crew some firearms; or maybe I could craft myself some new firearms?”. At which point, since she doesn’t even need to roll to Craft Guns with the Gunsmithing Feat, she’d be good to go.
Or if someone like Taissa said (assuming you went overland to Beacon) – ”Well, if the goblin is going to help us sincerely, goblins have worked with wargs before. While I hate what they did to the wargs when they followed the Half-Orc, the book says that goblins have often rode on wargs in battle – maybe this Snaga could teach me some strategies for dealing with White Fang so that he listens better, so long as they’re nice strategies, I may take some of his advice and go from there.”
At which point I’d say – ”Sounds good, Taissa – but that’s more than a simple roll, since the goblin needs to know what specifically you’d like to learn. Since that will involve a bit of Social RP that could bog down the pace of the campaign, why don’t we tap over to the Social Thread and you could RP it out with Snaga there, and he could answer questions you have with some social RP.”
That way she could be doing that with some good Social RP via ret-con for the first week, even when the main group has suddenly gotten into a combat during the second week. So if Taissa wanted to do some ret-con Social RP instead of just combat, that’s what the Social Thread is meant for.
As suggested in the past – good Social RP with NPC’s is a great way to get your character unusual rewards beyond just treasure or weapons. It’s not required, but as you all have seen so far, many of the players have had allies or new companions join with them to aid them simply by doing some good Social RP.
Final Note –
If you go to Osirion I probably won’t do much RP on the journey – it’s likely to be a “Fast Forward” scene. This is because by now most of you know each other “in-game” so there’s little need to do much “getting to know you RP” and also, the journey to Osirion might have some interesting details on the way (a possible storm, a possible attack – maybe); but I’m not planning on having every single day logged and RP’d out because the details of what’s between Varisia and Osirion don’t really matter.
The game will focus on Varisia and specifically Beacon as soon as you return home.
In other words, the tirp will be a lot faster than it has been so far; either overland to Beacon to Osirion and back. I just need to know what you plan on doing on the way, and I’ll be doing some Fast-Forwarding to “The Good Stuff” with the chance to do Ret-Con Social RP open to players on the Social Thread.
Cool – I hope that helps clear things up and take off any undue pressure.
As usual, I’m off to work.
Please let me know what you guys think of my above strategy. If people don’t like it and instead want to RP out each day of travel – I can do it; but only if the majority really wants it because it takes a lot of my time to do that stuff. But I will do it once I hear opinions from the group on the above stuff.

Shenkt "Hack" Corchran |

Dain GM Wrote:
Final Note –
If you go to Osirion I probably won’t do much RP on the journey – it’s likely to be a “Fast Forward” scene. This is because by now most of you know each other “in-game” so there’s little need to do much “getting to know you RP” and also, the journey to Osirion might have some interesting details on the way (a possible storm, a possible attack – maybe); but I’m not planning on having every single day logged and RP’d out because the details of what’s between Varisia and Osirion don’t really matter.
The game will focus on Varisia and specifically Beacon as soon as you return home.
In other words, the tirp will be a lot faster than it has been so far; either overland to Beacon to Osirion and back. I just need to know what you plan on doing on the way, and I’ll be doing some Fast-Forwarding to “The Good Stuff” with the chance to do Ret-Con Social RP open to players on the Social Thread.
Cool – I hope that helps clear things up and take off any undue pressure.
I can certainly live with this.

Polux |

I am fine with the fast-forwarding idea Dain. I think it makes perfect sense unless, as you said, we come across amy particular encounter or situation.
The same goes for any particular actions, or RP the PCs may want to take in particular - these can be resolved in real time if the need arises.
So, if I understand correctly, the plan is having Taissa and Hack working to recover the Scorpion as much as possible, then trying to sell it in Korvosa - correct?

Shenkt "Hack" Corchran |

That sounds about right to me. We need to get right at it, though. Take the lead, Tai, and I will add my Craft rolls to yours when you do so "in game".