
Mierra Jayde |

I think we should slow down a bit as Gaius said. If anything and we don't get to the bounty first, we can always look at possibly stealing the bounty from the other group. We do have 3/4 people with Darkvision, so some nighttime evilness is quite easy for us.
What's the game plan for the day? As Rosa and Gaius are on opposite schedules of me and Amar, would be nice to know what the consensus is so that Amar and I can continue RP during EST hours, and you and Rosa can do the rest after that. Provided our GM is available of course

Rosa Luminass |

I have a feeling the others will explore each hex, its just to darn tempting and they are not so single minded as us, so I feel we carry take is slower yes. I will miss GMT+0 from 12pm untill 6 am then from 30th Ill be on root to China, they are talking about me being there for a year now, so that will be my time frame after the end of this mouth. GMT+8

GM_Jacob |

OK, guys and gals, it’s pretty clear already that following the wilderness exploration RAW is going to be a horrible bore. Here’s the new plan:
1. Declare your route intentions, same as before. Except, I need to know how far you plan to travel each day so that I know what checks I need for things like a forced march. So, the new format would be “NW, SW, rest, NW, SW, rest” or something like that. The rates of travel are in the spoiler below.
2. If you are travelling on mapped hexes, no chance of getting lost. If you are travelling on new hexes, 1 survival roll per 5 hexes travelled.
3. If you fail the survival roll, you will not be able map your travels and I won’t update the Obsidian Portal map. I will roll to determine how lost you get, and you will automatically realize that you are lost at that point.
4. From there, you will make another survival roll to determine how quickly you make it back to mapped territory.
Sound simple enough?
I reworked my random encounter tables to mesh better with this system. Basically, there is 2/3 chance to encounter something (not necessarily combat) if you explore a hex, and a 1/6 chance to encounter something if you pass through a hex.
We will no longer track night watch shifts, assuming that your party works it out to get enough sleep for everyone. If the random encounter occurs during the night, I will apply it from there.
We will also not keep as close an eye on food. Just keep track of how many days of food you have for your entire party. If you are about to run out, then you will make a survival roll to determine if and how much food you can find. You can also feel free to scrounge up food from encounters as appropriate.
So, to get up to speed, here what I need from you:
No more getting lost check until you venture into unmapped territory.
How many days worth of food you have for your party.
The first column shows your slowest party member’s walking speed. The next columns shows how long it takes to pass through grassland or other hex, respectively. The lowest row shows how long it takes to fully explore a hex, regardless of walking speed.
Rate Grassland All other
5’ 4 hours 5 hours
10’ 3 hours 4 hours
15’ 3 hours 4 hours
20’ 2 hours 3 hours
25’ 2 hours 3 hours
30’ 1.5 hours 2 hours
35’ 1.5 hours 2hours
40’ 1 hour 1.5 hours
45’ 1 hour 1.5 hours
50’ 45 min 1 hour
Explore .5 day 1 day
I apologize for changing things up so abruptly, but I'm already tired of the perpetual stream of survival rolls. I'm totally up for more suggestions, too.

Mierra Jayde |

I believe our intended path is SW->NW->SW->NW->SW->NW->SW. As we have now decided to take it slower, we will try to take good resting periods, but at the same time we aren't taking time to explore, we are going straight to our target. So we can do 3 hexes a day before needing a rest.
How many Hexes did we travel on day one? Is it 3 or 4? If its three then our intended travel is:
SW->NW->SW->Rest->NW->SW->NW->Rest->SW->Hit Target
If we did four, then:
SW->NW->SW->NW->Rest->SW->NW->SW->Hit Target
Thats our intent, will change things if we get lost.
I also have enough rations and water for 6 more days.
Let me know when to start and I can make survival checks to continue us on

Rosa Luminass |

GM
Hi GM Heres what I would do
I think your Idea is sound, the key here is do you want the land to limit the party or the things they meet in it. I have been a PnP DM for a long long long time, and I always work to the rule of, if its a new world make the land count in thinking but not killing. You have placed three Variables your side and two on the players, they are.
Distance traveled - How meny Hexs do the party need to travel.
Food Taken - How much to take (carry load and Gold)
Food Found - survival Roll and Carry load
Direction of travel - The course's Tanken, survival rolls per 5 Hexs
Search - When and if you Search per Hex, what ever rolls you say
The party makes calls on above per movement faze
On your side its,
Random encounters -
Main Encounter -
Tracking Movement -
Tracking lost party's -
You have made
1-The map
2-Random encounters
3-Main Encounters
I think your is tight, its the player actions that need to be simplyed to link in with your work.
So I would say this,
[b]just Movement -[/]
If the part just wants to walk
they can if the map allows up-to 6 hexs of travel, once they stop they must make one Group survival roll to Not to get lost, if they fail they end up 1D6 Hex back along the path they came and get one roll on the Random encounter table.
If they make it,
they do not get lost and they get one roll on the Random encounter table the outcome of which they can choose to take or not. I as a GM would limit the descriptor for the outcome to One line if info like "Goblin Market" "Warband of gnomes" "The odd looking tree" and then let them make up there minds to take the Encounter or not.
Movement and Searching -
If a party wants to Search the Hexs they pass throw, they can in any hex they are in, But it takes a full 24 hours to do so, at the end of which they they get a 50/50 chance per Hex of ether,
1D3 days of food for the party (regardless of size of party)
Or
a Random encounter role they have to take.
No rolls just that
Then if a
If a party has a player/s in a hex that they as a player have searched before the search rules change to
1- make a group roll of ether Nature/perception or survival
2 - if made they can choose ether 1D3 days of food or to take the pick of 3 roles on the on the Random encounter table one of which they have to take.
This means that is worth nicking party members from other party not only for what the know but because once they have searched a hex, they bring new skill roles and picks to the hexs they have searched, Smaller party's could do really well just knowing Hexs.
I would add as a GM one more thing from your end, hexs that have a guaranteed Random encounter roll in them HOT HEXS places you need to go around if you know where they are, just adds more I feel.
Well that would be my way of doing it.
Spugs

Gaius Vekkhar |

Heh, I just noticed we were actually using the discussion thread here. Sorry for flooding the gameplay with OOC stuff this whole time x_x
I am wondering, Jacob, you said we have to return to town after 14 days of real time max. What if we establish an evil base in the tower, are we allowed to end our expedition there?
I will use this thread for OOC stuff from now on. Off to dinner now, I'll check back in a few hours.
Here is my draft constitution for ya'll to chew on:
Oath of fealty: I swear to follow the commands of the officers of the Red Hand, and through them our master the Dark Lord, Asmodeus. I swear to uphold the laws of the legion, and subject myself to their punishments. I swear these things though they may cost me life, for the glory they will bring me. I hereby give myself to the Red Hand. (followed by a slitting of the palm of your dominant hand)
Organization:Units of 5 legionairres designated hands, each with an officer leading them. Council of four founding members are designated The Red Hand, and hold complete legislative, judicial and executive power.
Minor Crimes:
1)Thievery
2)Rapine
Major Crimes:
1)Desertion
2)Espionage/Consorting with the enemy
3)Murder (Defined as killing any member of the Red Hand, or those subject to its protection outside the act of self defense.)
Punishments:
The punishment for minor crimes is removal of a hand or foot as chosen by the convicted (genitals in the case of rapine). A brand shall also be placed on the convicted's face in plain sight, listing their crime.
Punishment for a major crime is public execution by crucifixtion, to be carried out by the commanding officer and other members of the convicted's hand. A hand-wide desertion will be punished by decimation, carried out in a similar fashion.
Misdemeanors such as assault should be brought to the commanding officer and dealt with at their discretion.
Rewards:
Material goods found shall be held in common to be used by whoever can utilize them best, with first choice according to seniority.
Currency will be under the jurisdiction of The Red Hand itself, to be used according to the needs of the Legion. Each Legionairre will be paid according to their performance. They shall be garaunteed food, lodging and basic equipment.

Mierra Jayde |

I was actually thinking about that this morning. I think that we establish our base, and we still adventure and return to the tavern every 14 days. But we use the evil base as our main home and we continue to improve on it as we adventure and gain more capital.
Captial that we can use to upgrade our minions and walls and everything

Gaius Vekkhar |

Yeah, that's what I was thinking too. The town's not gonna want to host a legion of demi-humans dedicated to Asmodeus. I'm pretty sure we could unite all the goblinoids in the area, minus the ones we have to kill. I dunno about the orcs, gnolls, wolves and kobolds though. I think after we consolidate things a little we can go take out the Kobolds we passed on our first day out of town. I say we give them the Genghis Khan option of executing their leader but keeping the tribal elders in place. We should mix the various groups together in the 'hands' to keep factionalism down. Ie. One hand might have goblins from both groups and kobolds all under the command of a Hobgoblin or Bugbear.
If we succeed here at the tower I think we should kill enough tower goblins so that their numbers match the tree house goblins. Then we can put Sniff, and the two tower Hobgoblins in charge of three mixed hands and make them all swear fealty. I'm sure Gurg can't be trusted, and will have to be killed. But we can probably recruit the bugbear in the cave if we make him our torturer or something.
I think if our basic MO is the carrot, followed by the horrible spikey evil torture stick we'll be largely successful.
Possible Unit Roster:
Hand 1; Officer - Sniff
Tower Goblins x3
Tree Goblins x2
Hand 2; Officer - Hobgoblin 1
Tree Goblins x3
Tower Goblins x2
Hand 3; Officer - Hobgoblin 2
Tree Goblins x3
Tower Goblins x2
The remaining 4 tree goblins, and any remaining tower goblins can serve as hunters, cooks, workmen, and our personal servants. Perhaps we could devise a simple standardized test to rate the abilities of new recruits so that we can best place them?
Just to be clear, the laws and all this crap is not me saying "It will be this way." Just ideas that I'd like to discuss.

Mierra Jayde |

It's all pretty reasonable, I just think we should also look into recruiting anyone of dark alignment once we have enough capital and resources. Orc, ogres, humans, anything really. But we should still keep it under wraps so that we don't become the object of a quest for the "good team"

Gaius Vekkhar |

Definitely, breach of non-disclosure is punishable by death for NPCs, excommunication for PCs. My only concern is that whatever we recruit we need to be able to control. We don't want them running off and killing humans or whatever. Then there'd be a bounty on us. So we four need to be able to thoroughly beat the poo out of anything we want to recruit I guess.

GM_Jacob |

This is incredible. I did not see this coming when I started this up.
A few things, though:
Gurg is the bugbear in the cave. Sniff would have pointed that out.
The RL time limit is 28 days.
You would need to at least send an envoy to town so sell stuff, but I'd allow you to simply return to the tower at the end of adventure times, assuming to take it. You would just have trouble recruiting.
Finally, I'm trying really hard to be fair, here. I'm a wargamer at heart, and I really want to make the goblins tactical geniuses, but I know I shouldn't. Of course, I don't want this to be a pushover, either...

Rosa Luminass |

I think if we can thin them out with a "pull" and then a "ruse de guerre" tactics with can take them with focused force on two groups in the tower, there are 20 after all. Like I said Rosa knows war. The best outcome is to take some alive and pull them into the ranks, Love the idea of convert or die, just has the feeling of Hells crusade. I have use Rosa in few games and at some point I always say, "you know that big evil end of level cleric who been hunting you for weeks, well for once they are in your party"

Gaius Vekkhar |

Hopefully they will send like 10 goblins to help kill the 'ogre'. Would make our jobs a lot easier. If there is no Bugbear in there, and there are two sentries we can easily take out that leaves maybe 10 to fight indoors (including the other hobbies). Challenging for a 1st level party, but doable.
I took the laws basically from what they had in the roman legions with a tweak here and there. Gaius is going to take his second level as a Inquisitor (Heretic), he left the Asmodean fold because he thought the only thing special about the gods is that they were old and powerful. He refused to venerate them as anything more then role-models. This made him a heretic in many people's eyes. But he's doing the work of Asmodeus whether he likes it or not, so he might as well embrace it. That will give us some more healing, and some face skills we're lacking at the moment. Oh, and I can brand people permanently as a cantrip.

Rosa Luminass |

read my last post in game place we need to sort your PCs foolishness out, this is not a hard fight if we can spit there force away from the tower and bring ALL our force to bear in that fight and the nest. The way your PC has it we will be split "our" forces and once combat starts allow them to lock up the tower.

Gaius Vekkhar |

See my other post in gameplay, we're talking past each other. I am doing exactly as Rosa suggested, I have been in agreement this whole time. We set an ambush 500meters from the tower, Sniff brings them there. I cover Sniff because we need eyes on him and I have the best stealth.

Rosa Luminass |

Itw as your map that was wrong I miss read the fact you where not using it, with the tower in the middle had me worried there. I have edited my last game play post with an update I think is right, The idea is you spot whos comming and fall back to the center of the back with the Mage. Range from there.

Gaius Vekkhar |

Okay, I really have to go to bed now. Get up for work in six hours ~_~ I'm sticking with the plan, GM_Jacob please DMPC me until I check in again. I will follow Sniff, attempt to stay hidden. If combat breaks out we will retreat a ways then blow the whistle once out of earshot of the tower to let our friends know we're coming back and bringing company who aren't happy.

![]() |

Just have to remember that I am only one being Neutral here but somehow I see that my alignment is slowly changing toward Evil lol... and I guess I should start to practise more of necromancer skills.. buahahaha! And that folks, give me a good idea to get a Mad Evil BBEG wizard to the side of evil

Gaius Vekkhar |

Sorry for turning thread into an argument for a second. I think the major point of confusion was the E in the center of my map. It should represent the tower's envoy (as it is labeled), not the tower itself. I'll try to explain better next time without going out of character. Or at a minimum use this thread. Sorry Rosa, I just got exasperated because I made a suggestion about rearranging the goblins a little bit and that somehow got turned into surround the tower and get us all killed. I swear to Asmodeus I'm not out to ruin plans and do stuff that's going to get us killed. I liked your suggestion of an ambush as soon as you made it, it makes sense and we're doing it. If there is a misunderstanding in the future, we can keep it in character and I will leave my capital letters and sass at home. My bad.

Rosa Luminass |

I am as well, when in a previous post you said Gaius was head string and made mistakes some times, I thought you where playing him doing just that now, sorry I was wrong in this. That aside I think in fact this kind of fall out over plans would be in and evil groups dynamic, its why good wins right, (well OK not in real life but in fantasy land hehe) I'm playing Rosa as a Hardened combat vet who knows knows when to kiss but and when "Clarify" (change) the officers orders to the troops so they don't all get killed. Think of Rosa as an NCO from hell, literally.
Haha, so next "calcification" in character :)
Sorry every one, sleep deprivation and kids getting the better of my temper.

Gaius Vekkhar |

The fact that we know each other in real life probably makes it easier for us to get snitty with each other too. No veneer of etiquette to hold us back. :P It's all in good fun though, I'm gonna double read my posts from now on to make sure they are extra clear. No need for us to be bickering with one another when we have a whole wilderness to fight. Although yeah, in character, such new relationships and strong personalities are bound to clash a bit I suppose.

Rosa Luminass |

I was not going to let on to the others we know each other hehe Busted hehe. Same here reread time, Im going to make another change on the plan, looks like Rosa going in alone for 1st round. Time to test her fire Power. Could you double check my DCS are right will save GM time and you know who she works.
PS if only Rosa had "Dark contact with here"

Gaius Vekkhar |

Awww. 1/2 of the Tiefling sisters gone already? Sad to see you go Mierra. Best of luck!
Our fight just got a lot harder.. ~_~. If we don't all die, we can try to recruit Ira later. The rest of the newbs are a bunch of Elven and half elven naturey types. There's that archaeologist too but he doesn't seem very willing to be LE.
Any chance of you DM PCing Mierra for this fight only GM_Jacob? We're gonna be at a big disadvantage if she just disappears from the world right before our ambush.

Gaius Vekkhar |

Yeah, just asked her. I guess PBP is one step too nerdy for her. She would play in another table top game, but doesn't think she could get into it without the face-to-face interaction and the wargaming aspect of the minis and battlemat etc. She's more of a wargamer than a roleplayer I guess. Plus it's too "slow" for her.
I'll ask a couple other people I play with IRL if they'd be interested. An anti-paladin would be cool for this group. If we have to fly as a three-man group for a while hopefully our minions will make up for it.
Do you care if I put like an advertisment of sorts up in the recruitment thread?

Gaius Vekkhar |

Can we run into *this guy* at some point? Hehehehe.