John Thomas O'Hanallon |
Woops- Hate when I post on the wrong Alias.
Personally I would like a horse to ride and a horse to carry my stuff. Since water is not an issue its just food and gear but it also gives space for things we find.
All John needs is food, camping gear and maybe somce carpentry supplies in case something needs to be build.
As I am going to be off-line for a few days one of you can bot me though that stuff.
Wtth this halfling I was just digging for info but it dosn't look like I will get much. I was thinking of dipping into Rogue at the next level to help cover some of that but if we want to bring him along that works if the GM is willing to run an NPC like that.
Zaranna |
The actual mapmaking kit is a slate with chalk... good for temporary dungeon crawls, but you would have to copy it all over into a journal for this type of thing. That said, map making supplies would be a good idea, or any survey equipment. Not sure what there was at the time--? That would also be a good skill to have.
I agree we need pack animals, and probably tents, for inclement weather if nothing else. Axes... not sure what to do about rivers. Folding boat is a good idea, but expensive. Swan boat feather token is 450 gold, but only works once. We could probably carry canoes, but pack animals aren't going to be able to do that. ... Also not sure what rivers are un-fordable in that part of the US, or if there are some that would get us closer to our goal.
Angus Elphinstone |
A dollar roughly corresponds to 10 GP, and a gold piece is 10 cents.
Unless anyone has anything else they want to do, we can fast-forward to morning.
so a silver is a penny and a copper is a 1/10th of a penny?
so we started with $60,000.00
Actual cost of Angus' beginning Gear
0 explorers outfit: N/A N/A
$150.00 Buffalo robe (hide armor) 15 gp. 25 lbs.
$2,500.00 Pistol, dragon: 250 gp. 3 lbs.
$80.00 Coldiron Bowie Knife (Kurkri): 8 gp 2 lbs.
$1,120.00 Kit, Cavalier’s 23 gp. 112 lbs. This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
Items on saddle or in saddle bags
$12,250.00 rifle: 1,250 gp. 12 lbs.
$250.00 Kit, Alchemy Crafting 25 gp. 5 lbs.
$3,000.00 Horse: Heavy, combat trained 300 gp
$18,710.00 sub-total: 1,871 gp.
Magical Items:
$27,375.00 + 1 double barrled pistol: 2,737.5 gp. 5 lbs.
$10,000.00 Endless Bandolier 1,000 gp. 2 lbs.
$27,375.00 sub-total: 3,737.5 gp.
Consumables:
The assumption here is that one level of craft: alchemy will allow using alchemist crafting pay half price using commonplace gun prices
$50.00 each Alchemical cartridge, dragon’s breath @ 10 at 5 gp. each 50 gp.
$15.00 each Alchemical cartridge, paper (bullet or pellet) @ 150 1.5 gp. each 225 gp.
$15.00 each Alchemical cartridge, salt shot @ 10 at 1.5 gp. Each 15 gp.
$45.00 each Cartridge: Firearm bullet, silver @ 10 (6.25 + 3 - .25)/2= 4.5 each 45 gp.
$16.30 each Firearm bullet, cold iron @ 20 (.5 + 3 - .25)/2 = 1.63 32.60 gp.
Welcome to Paterson, N.J.
Colt set up his new company in Paterson, New Jersey, and they would eventually build about 2,800 revolving pistols. The first revolvers were ready for sale in late 1836. It originally came in .28 caliber with different barrel lengths. The price was $50, which translates to about $1,000 today. And, of course, changes were made to the design during the production run – most notably the caliber was increased to .36. The power of a .36 Paterson is very similar to a .380. In 1839 he received a patent for an improved design, which included a loading lever.
Everything I've been able to find has rifles of the era priced between $12.00 and $15.00
honestly I thought the pricing would have gone the opposite way, 1 gp = $10.00.
So Angus paid $2,500.00 for a muzzle loading cap and ball pistol (dragon pistol), and the actual price should have been at least half the price of a revolver. or $25.00
Just food for thought.
GM Coyote |
I think we have our math switched on this. With 10 GP roughly equalling a dollar, you each would've started with about 600$. If 1 gp equalled $10, then you would've started with $60,000.
Angus Elphinstone |
I think we have our math switched on this. With 10 GP roughly equalling a dollar, you each would've started with about 600$. If 1 gp equalled $10, then you would've started with $60,000.
oh my gosh, I'm such an @$$ your totally right, I started to freak out because I wouldn't be able to keep the horse in a stable and pay for two rooms!
I'm totally sorry!
yes we would have started with $600.00, please excuse my rant! I'll blame it on being sick and trying to get caught up on my slow postings.
Crud and it's to late to delete the post, so now everyone will know what a moron I can be.
:-)
Zaranna |
We all do things like that Angus. :) We love you anyway.
GM Coyote |
It's quite alright, we all have those moments. Are people ready to move to morning?
Zaranna |
I am.
Farasha Aeval |
Ready :)
John Thomas O'Hanallon |
For sure.
John Thomas O'Hanallon |
Back from my conference so I will be back on a normal posting schedule.
Zaranna |
Don't know. The post at the stable was addressed only to two people, so I figured the rest of us were still there, but really not sure. Happy to catch up once I find out about an Elven Horse... only thought of that when I was wondering what Zaranna would try on her own. Seemed like a cool possibility. She could also ride double with Kuruk... he offered that to her previously. Either way, she's good.
I think we also have to go see the Colonel today. Not sure what additional there is to say in that regard, but he did ask us to come back.
John Thomas O'Hanallon |
I was planning to tag along to the stable.
GM Coyote |
Forgot to mention the Elf horse, you'd have to go back to the Elven enclave to get one. If you happen to run across another in travelling they might have one.
Zaranna |
Okay. Thanks for the update. :)
John Thomas O'Hanallon |
IRL I know little about horse beyond how to saddle and ride so my RP would be weak. I am happy to skip it.
Basically it would be a lot of "I like that color whats it's name"
John Thomas O'Hanallon |
Actually I guess I do know a bit. Riding lessons as a kid and I live in a horse racing town but i don't know how to pick one or even pretend i do.
Angus Elphinstone |
@GM Coyote, Is there a number of horses that are light or heavy or combat trained? Or do you just want us to list what we want to buy and assume that one of the horses in the corral fit the description?
We were supposed to report back to the colonel in a couple of days, can we report our answer to him today and possibly get an advance on the money?
Also is there anything we may need of a technological sort that will be available in New Orleans that will not be available at our destination in Texas?
Zaranna |
? I have no idea. Heavy so they can carry more maybe--? And the Colonel said he would outfit us in Texas, so not sure he is giving us money here... but not sure there either.
GM Coyote |
Just listing what you'll buy is fine with me. We can assume that there'll be the horses you want. If you want to save money, you can requisition some horses when you get to Fort Worth. I'll be going off the standard price for a horse in the core rulebook unless you can haggle it down.
John Thomas O'Hanallon |
Oh, a requisitioned horse sounds good for me.
John Thomas O'Hanallon |
I am fine with hand waving that.
Also if John Thomas knows you are out of cash he will put you up for the night. Not figuring on being able to spend much of my cash reserve once on the road.
Zaranna |
Or you both can come stay in the Elven Condos with me and Farasha.
GM Coyote |
I'm fine with going straight to the trek to Fort Worth. I'll have a post up later today.
John Thomas O'Hanallon |
So should we work out a list over here? Pretty much my frame of reference would be from Hell On Wheels and Deadwood lol. Some navigation equipment along with lots of food, cold weather gear, an easy to put up tent and an extra horse to carry stuff should do it for John Thomas.
Zaranna |
Sounds good. Maybe some trade stuff too?
One packhorse (or mule?) each
Blankets
Tents
... a month's worth of food and water?
Mapping kit (and journal to copy the slate over to each day)?
... do they let us requisition healing supplies?
cold weather outfits/heavy cloaks
Axe
Shovel
... what else?
Angus Elphinstone |
navigation equipment,
lots of food,
cold weather gear,
an easy to put up tent
an extra horse to carry stuff
One packhorse (or mule?) each
Blankets
Tents
a month's worth of food and water?
Mapping kit (and journal to copy the slate over to each day)?
... healing supplies?
cold weather outfits/heavy cloaks
Axe
Shovel
That all sounds good, I would add extra ammunition.
Do we want one large tent to share, or four small pup tents?
I would use mules for pack animals instead of horses, less jumpy. Also I would think a couple would do. We don't want everyone trying to hang onto a second animal if we get involved in mounted combat.
Zaranna |
I'm not sleeping with the guys, so Vala (my eagle) and I need our own tent.
Zaranna |
That and eat peaches straight from the can...
Truly roughing it. :)
John Thomas O'Hanallon |
I just can't wait for this moment.
Single pup tents seem to make the most sense. Quick and work if we need to split at all.
Angus Elphinstone |
It looks like Angus is the only one who relies on fire arms so I’m not listing ammunition here.
Are we going to take food for our buffalo, horses and mules or are we going to stop long enough for them to graze?
I apologize for the delay on the list of possible items I’ve been busy with work and for all the copy-and-paste, I couldn’t resist the urge to ask if we want any of the ‘kits’
So for each person:
Cold weather outfit: 8 gp.; Weight 7 lbs. (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
Small tent Price 10 gp.; Weight 20 lbs. (A small tent holds one Medium creature and takes 20 minutes to assemble.)
two extra blankets, Price 5 sp; Weight 3 lbs.
two extra water skins, Price 1 gp.; Weight 4 lbs. (A water or wineskin
holds 1/2 gallon of liquid and weighs 4 lb when full.)
Shovel, common: 2 gp; 8 lbs.
Saw: 4 cp; 2 lbs.
a months’ worth of food, Rations, trail: 5 sp; 1 lb. per day so @ 120
For group:
Spyglass: 1,000 gp, 1 lb.
Sextant: 500 gp.; 2 lbs.
Kit, Healer’s: Price 50 gp; Weight 1 lb. (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.(
Kit, Mapmaker’s: Price 10 gp; Weight 2 lbs. (This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.)
mule: they havethe same stats. as a Pony(May I assume between two and four depending on how many ‘kits’?)
Saddle, pack:5 gp.; 15 lbs.
For individuals:
Chair, Folding: Price 2 gp; Weight 10 lbs.
This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.Cot: Price 1 gp; Weight 30 lbs.
This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown human, but folds down into a 4-foot-by-9-inch cylindrical bag.Compass: Price 10 gp; Weight 1/2 lb.
An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.Heatstone: 20 gp; Weight 1 lb.
Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold (below –20° F), or a 40-foot-square area in severe cold (between –20° F and 0° F). A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. An active heatstone does not give off enough heat to cook food or cause damage.For Group:
Kit, Antidote: Price 100 gp; Weight 3 lbs.
This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 usesKit, Chirurgeon’s: Price 400 gp; Weight 4 lbs.
This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer’s kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist’s kindness, antiplague, antitoxin, bloodblock, and soothe syrupKit, Chronicler’s: Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.Kit, Climber’s: Price 80 gp; Weight 5 lbs.
These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.Kit, Cooking: Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.Kit, Fishing: Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).Kit, Gear Maintenance: Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.Kit, Leeching: Price 5 gp; Weight 5 lbs.
This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.Kit, Veterinarian’s: Price 25 gp; Weight 1 lb.
This item is the equivalent of a healer’s kit, except its materials are especially suitable for treating common animals (cats, dogs, goats, oxen, sheep, and so on). It provides a +3 circumstance bonus on Heal checks to treat animals, but only a +1 circumstance bonus on Heal checks on other creatures. A veterinarian’s kit is exhausted after 10 uses.Tools, Surgeon’s: Price 20 gp; Weight 5 lbs.
When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.
John Thomas O'Hanallon |
As Angus goes over the list John Thomas is relieved he let someone else handle that. Arranging supplies for a tavern did not prepare me for that.
Zaranna |
We might want to carry *some* extra water, in case Kuruk gets injured.
I think we need to take food for our animals, because it won't be readily available in the desert... very little to graze on in most of New Mexico/Arizona/California. Not pure sand or anything except in spots, but definitely not grassy plains either.
Angus Elphinstone |
To try and get the game back on track, I will have Angus hand Zaranna and John a 'proposed list' for them to 'ok or add to'
Here is that list:
each person:
Cold weather outfit: 8 gp.; Weight 7 lbs. (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)Small tent Price 10 gp.; Weight 20 lbs. (A small tent holds one Medium creature and takes 20 minutes to assemble.)
two extra blankets, Price 5 sp; Weight 3 lbs. each
two extra water skins, Price 1 gp.; Weight 4 lbs. each (A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.)
Shovel, common: 2 gp; 8 lbs.
Saw: 4 cp; 2 lbs.
a months’ worth of food, Rations, trail: 5 sp; 1 lb. per day so @ 120
For group:
Spyglass: 1,000 gp, 1 lb.Sextant: 500 gp.; 2 lbs.
Kit, Healer’s: Price 50 gp; Weight 1 lb. (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.(
Kit, Mapmaker’s: Price 10 gp; Weight 2 lbs. (This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.)
Compass: Price 10 gp; Weight 1/2 lb.
An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.Kit, Climber’s: Price 80 gp; Weight 5 lbs.
These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.Animals
Heavy horse: 200 gp. @ 4Saddle, pack:5 gp.; 15 lbs. @ 4
Feed, Animal: Price 5 cp/day; Weight 10 lbs. @ 40 days:
Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is better. If you have a riding dog, you have to feed it meat.
I think we need to take food for our animals, because it won't be readily available in the desert... very little to graze on in most of New Mexico/Arizona/California. Not pure sand or anything except in spots, but definitely not grassy plains either.
The “each person” list is 171 lbs a person so 855 lbs.
The “group items” list adds 10 1/2 lbs. so 866 lbs. more or less
Each mule can carry 300 lbs for heavy load, the pack saddle is 15 lbs. So for the gear I have listed we need three to four mules or two or three three heavy horse (20 str. Heavy carry capacity 400 lbs) to carry it, depending how much of the personal gear we carry on our own horse.
So, the question becomes how many days’ worth of animal feed? Do we go 30 days per animal also? That means we need to transport 300 lbs of feed per horse/mule. We would need four mules or three heavy horse to carry 30 days’ worth of food for our mounts, but then we would need four mules or three heavy horse more to carry the food for our original pack animals and four more for the next ones and so forth and so on.
I think it would be best if we carry a few days’ worth for the animals and plan on them foraging most of the time.
If we did heavy horse, three for gear and a fourth designated for food it could carry 40 days worth, which would mean five days per animal for emergencies.
If were want to take 30 days’ worth of food for the animals we may want to consider a wagon.
Heavy Wagon: Wagons of this type are large, four-wheeled vehicles primarily used in caravans to transport goods over long stretches of territory. A heavy wagon carries up to 4,000 pounds of cargo, and is pulled by either eight Medium creatures or four Large creatures.
Interestingly enough if it gets bad enough the horses and mules can't forage, we may be bad enough off that we need to eat them anyway...
Zaranna |
It will get that bad at times if we are crossing southern Arizona, and parts of California, unless they can eat cactus (which they might be able to--no idea). Never been to Texas, but assuming it is similarly inhospitable in large stretches.
Eating our way of traveling quickly through the desert is a similar death sentence, but I suppose that is a good practical way of looking at it. Additional animals are an extra emergency larder. :)
If we each take a heavy horse pack animal, instead of only taking 4, we could at least carry more food... to supplement foraging, if nothing else. If someone gets high enough to cast create food and water, and can cast it often enough, we're golden, but we did decide to go the desert way, so as you can tell, a little worried about that stretch.
Kuruk Vetrov |
If I'm being honest as both someone who plays and GMs I've never found this level of resource management enjoyable or found it bringing much to the story. Been gaming since the late 80's there's usually someone that does enjoy this part and to those that do, go nuts. I'll RP more heavily once the story gets some adversity or conflict.
Zaranna |
I don't find it enjoyable either, but unless we are hand-waving it, don't see how it can be avoided.
Angus Elphinstone |
If we each take a heavy horse pack animal, instead of only taking 4...
I'm a little confused, there are only four of us...
I don't find it enjoyable either, but unless we are hand-waving it, don't see how it can be avoided.
ditto, I really don't like it, but I thought it was expected :-(
I'm just trying to get through it so we can get to the murder-hoboing exploring...
GM Coyote |
I should have clarified better, the acquisition of supplies doesn't need a huge level of detail. If there's any last things you wish to buy that you might want for survival purposes, now would be your chance to buy them but tracking the exact amount of food for both humans and animals won't be necessary.