
GM Mort |

Yeah they'll take 10. I can't handle so many rolls.
Let me count again.
Oreld's fine goods:
2 Adepts, 4 commoners
Shrine:
2 warriors, 4 commoners
Inn:
1 warrior, 1 aristocrat, 2 commoner
Trading Yard:
1 warrior, 2 commoners.
2 kids, Geran, Victor, Rhyna, Oreld, Jet, Aubrin, Kinning, + Taidel + Lirosa, Oh, Farrow and Cildon
Ok I think I got figures 32.

GM Mort |

Sure. If everyone is moving at half overland speed, else no survival checks.
Also please go organize the camp etc. I mean Aubrin could do it, but hey, it's for PC's to shine...

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Alright, I have crunched the numbers, and here is what I think will work best (and help to reduce GM headache):
Tammylan - Half-Orc Adept 1 - Best Skill: Handle Animal +8 - Task: (Day 1) Find Goat; (Day 2+) Tend Herd
Daniel - Human Commoner 1 - Best Skill: Craft(Leatherworking) +4 - as per the Crafting rules, he can make (on a take 10) 14sp worth of goods per week, which translates to two bedrolls per day
Bella - Human Commoner 1 - Best Skill: Handle Animal +4, Survival - Task: Find Goat (aided by Danny), until the Herd reaches 17 members, at which point, both will Aid Tammylan
Marcus - Human Commoner 1 - Best Skill: Survival +5 - Task: Forage (3 provision points per day)
Ajobe - Human Commoner 1 - Best Skill: Survival +5 - Task: Forage (3 provision points per day)
Felicia - (Young) Human Commoner 1 - Best Skill: Perception +6 (but I'm not going to expect a little kid to stand watch!), Task: N/A
Perkins - Halfling Warrior 1 - Best Skill: Survival +3 - Task: Forage (2 provision points per day)
Tara - Human Warrior 1 - Best Skill: Survival +5 - Task: Forage (2 provision points per day)
Danny - (Old) Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Aid Bella
Thomas - Human Commoner 1 - Best Skill: Craft(Blacksmith) +4, but until we get a forge, Survival +0 - Task: Forage (1 provision point per day)
Taidel - Half-Elf Warrior 1 - Best Skill: Survival +3 - Task: Forage (2 provision points per day)
Lirosa - Half-Elf Warrior 1 - Best Skill: Survival +3 - Task: Forage (2 provision points per day)
Tarethelan - Elf Warrior 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Lorethiel - Elf Warrior 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Ibrahim - Human Adept 1 - Best Skill: Heal +8, but for the moment, Survival +1 - Task: Forage (1 provision point per day)
Tolman - Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Find Goat (aided by Sandra), until the Herd reaches 9 members, at which point, both will Aid Tammylan
Sandra - (Old) Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Aid Tolman
Wallace - Human Commoner 1 - Best Skill: Handle Animal +4 - Find Goat (aided by Patrick), until the Herd reaches 9 members, at which point, both will Aid Tammylan
Patrick - Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Aid Wallace
Norris - (Young) Human Commoner 1 - Best Skill: Perception +5 (but I'm not going to expect a little kid to stand watch!), Task: N/A
Leo - Human Warrior 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Fizzbang - Gnome Aristocrat 1 - Best Skill: Stealth +7 - Task: Scout (will ID one point of interest per day, and any encounter that might be there)
Kaelan - Half-Elf Commoner 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Billy - Human Commoner 1 - Best Skill: Survival +4 - Task: Forage (3 provision points per day)
Farrow - Human Aristocrat 1 - Best Skill: Survival +0 - Task: Forage (1 provision point per day)
Cildon - Human Aristocrat 1 - Best Skill: Survival +4 - Task: Forage (3 provision points per day)
Jet - Half-Elf Aristocrat 2 - 1 Provision point per day (as per special rules)
Geran - Human Commoner 2 / Expert 1 - Best Skill: Survival +11 - Task: Build Shelter (5 people per day)
Victor - Human Commoner 2 / Expert 1 - Best Skill: Handle Animal +7 - Task: Find Goat
Vane (?Oreld) - Human Expert 2 - One Tanglefoot Bag or Antitoxin per day (as per special rules) - let's alternate each day
Rhyna - Human Adept 2 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Aubrin - Cleric 3 / Ranger 3 - Handle Animal +7, Survival +7 - Task: Build Shelter (3 people per day)
Kinning - Dwarf Expert 2 - Best Skill: Survival +0 - Task: Forage (1 provision point per day)
Wolves x4 - Best Skill: Stealth +6 - Task: Scout (will ID one point of interest per day, and any encounter that might be there)
Summary (per day):
***42 mouths to feed each day***
Provision Points Acquired: 34 (+1 from Day 11)
Goats Found: 1 (+1 on Day 1) (+1/day until herd reaches 9 members) (+1/day until herd reaches 13 members) (+1/day until herd reaches 17 members); cease once the herd reaches 21 members
Bedrolls Made: 2
Shelter Made: 8
Locations Scouted (and encounters ID): 5
Antitoxin/Tanglefoot Bag (on alternate days)
Provision Points: 37
Goats: 5
Bedrolls: 2
Shelters: 8
Locations Scouted: 5
Antitoxin: 1
Tanglefoot Bag: 0
End of Day 2:
Provision Points: 30
Goats: 9
Bedrolls: 4
Shelters: 8
Locations Scouted: 10
Antitoxin: 1
Tanglefoot Bag: 1
End of Day 3:
Provision Points: 25
Goats: 12
Bedrolls: 6
Shelters: 8
Locations Scouted: 15
Antitoxin: 2
Tanglefoot Bag: 1
End of Day 4:
Provision Points: 21
Goats: 15
Bedrolls: 8
Shelters: 8
Locations Scouted: 20
Antitoxin: 2
Tanglefoot Bag: 2
End of Day 5:
Provision Points: 18
Goats: 17
Bedrolls: 10
Shelters: 8
Locations Scouted: 25
Antitoxin: 3
Tanglefoot Bag: 2
End of Day 6:
Provision Points: 15
Goats: 18
Bedrolls: 12
Shelters: 8
Locations Scouted: 30
Antitoxin: 3
Tanglefoot Bag: 3
End of Day 7:
Provision Points: 13
Goats: 19
Bedrolls: 14
Shelters: 8
Locations Scouted: 35
Antitoxin: 4
Tanglefoot Bag: 3
End of Day 8:
Provision Points: 11
Goats: 20
Bedrolls: 16
Shelters: 8
Locations Scouted: 40
Antitoxin: 4
Tanglefoot Bag: 4
End of Day 9:
Provision Points: 9
Goats: 21
Bedrolls: 16
Shelters: 8
Locations Scouted: 45
Antitoxin: 5
Tanglefoot Bag: 4
End of Day 10:
Provision Points: 8
Goats: 21
Bedrolls: 18
Shelters: 8
Locations Scouted: 50
Antitoxin: 5
Tanglefoot Bag: 5
Thereafter, Vane changes across to foraging, which allows us to (finally) break even on supplies.
End of Day 11:
Provision Points: 0
Goats: 21
Bedrolls: 20
Shelters: 8
Locations Scouted: 55
Antitoxin: 5
Tanglefoot Bag: 5
Thereafter, Daniel changes across to foraging, and Vane goes back to crafting.
It is at that point that we are *completely* independent in terms of adequate mobile shelter, and provisions.
It is probably a little sad that I enjoyed doing that :-P

Ratel Dier |

It is probably a little sad that I enjoyed doing that :-P
I'm not sure sad is the word.
But I am glad that you did it :-)

GM Mort |

For aid another you have to roll.
Since rules specify:
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you’re helping gets a +2 bonus on his or her check. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.
Do you wish to redo your list?

GM Mort |

Ah good, even better. Save me maths since specific trumps general.One thing also is Norris will need someone to heal check him for 8 hours so he has a chance of throwing off his filth fever. Who's doing it?

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This is what I baked today:
And
I baked the base then put on ingredients and put it in oven. No more uncooked dough for me!

GM Mort |

Training wolves will take Jet and Aubrin out of action for any roster duties.
Also Perkins didn't survive at the Smithy since it was counting as 2nd location so you may need to recalculate.

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*sigh*
Well, you had Perkins in your list of NPCs... I worked with what I had.
Right now, with this additional information, I am having trouble justifying *not* just killing the wolves - they seem to be more of a liability, than a benefit, and more importantly, one that is draining resources (since they won't provide any benefit for at least 42 days, are taking two NPCs out of the roster pool, and cost 4 provision points per day).
I'll re-jig the numbers, and see what we can do.
(Likely, people will just be sleeping rough, for longer.)

GM Mort |

It was a typo - I think I removed it from sheet now? Let me think about the wolves bit.
Hmm. OK we'll put it that Aubrin takes them for half a day for training, the other half a day is yours to scout. And since they move like super fast(50 movespeed what the heck?), they can do the same scouting in half a day humans can do in one.
Otherwise you can always suggest someone else who can take 10 to domesticate wolves. Aubrin suggested Jet because firstly Jet is her good buddy, and secondly Jet can do the job. Wait, Jet needs to borrow a training harness so not quite... But there's a spare anyway.

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Can you train them? Mabye with some help from Ratel? That will at least keep the two NPCs on the roster.
What we were trying to do, was to avoid the PCs needing to do 'camp-duties', so we could shake the 'encounter trees' throughout the forest, instead ;-)
As I said, I have gone back to crunching the numbers.

GM Mort |

Shake encounter trees. Really? Lol. Encounter trees?
Just take Perkins out, get someone to heal check Norris, then yeah we'll say your wolves can spend the morning being trained. Jet and Aubrin are busy training them.
Oh fine, since Jet is only having one wolf, I'll allow her to oversee cooking still. But not more then one wolf!

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Alright, I have re-jigged the numbers (working on the original assumption that Jet/Aubrin/Rhyna/the wolves are out of the 'work roster'):
It turns out it *is* doable, although there is a bit more rough sleeping (we will need to have a 'bedroll/tent' rotation system going on in the interm for the NPCs, to keep things relatively civilised)
Tammylan - Half-Orc Adept 1 - Best Skill: Handle Animal +8 - Task: (Day 1) Find Goat; (Day 2+) Tend Herd
Daniel - Human Commoner 1 - Best Skill: Craft(Leatherworking) +4 - as per the Crafting rules, he can make (on a take 10) 14sp worth of goods per week, which translates to two bedrolls per day
Bella - Human Commoner 1 - Best Skill: Handle Animal +4, Survival - Task: Find Goat (aided by Danny), until the Herd reaches 17 members, at which point, both will Aid Tammylan
Marcus - Human Commoner 1 - Best Skill: Survival +5 - Task: Forage (3 provision points per day)
Ajobe - Human Commoner 1 - Best Skill: Survival +5 - Task: Forage (3 provision points per day)
Felicia - (Young) Human Commoner 1 - Task: N/A
Tara - Human Warrior 1 - Best Skill: Survival +5 - Task: Forage (2 provision points per day)
Danny - (Old) Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Aid Bella
Thomas - Human Commoner 1 - Best Skill: Craft(Blacksmith) +4, but until we get a forge, Survival +0 - Task: Forage (1 provision point per day)
Taidel - Half-Elf Warrior 1 - Best Skill: Survival +3 - Task: Forage (2 provision points per day)
Lirosa - Half-Elf Warrior 1 - Best Skill: Survival +3 - Task: Forage (2 provision points per day)
Tarethelan - Elf Warrior 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Lorethiel - Elf Warrior 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Ibrahim - Human Adept 1 - Best Skill: Heal +8, but for the moment, Survival +1 - Task: Forage (1 provision point per day)
Tolman - Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Find Goat (aided by Sandra), until the Herd reaches 9 members, at which point, both will Aid Tammylan
Sandra - (Old) Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Aid Tolman
Wallace - Human Commoner 1 - Best Skill: Handle Animal +4 - Find Goat (aided by Patrick), until the Herd reaches 9 members, at which point, both will Aid Tammylan
Patrick - Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Aid Wallace
Norris - (Young) Human Commoner 1 - Task: N/A
Leo - Human Warrior 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Fizzbang - Gnome Aristocrat 1 - Best Skill: Stealth +7 - Task: Scout (will ID one point of interest per day, and any encounter that might be there)
Kaelan - Half-Elf Commoner 1 - Best Skill: Survival +1 - Task: Forage (1 provision point per day)
Billy - Human Commoner 1 - Best Skill: Survival +4 - Task: Forage (3 provision points per day)
Farrow - Human Aristocrat 1 - Best Skill: Survival +0 - Task: Forage (1 provision point per day)
Cildon - Human Aristocrat 1 - Best Skill: Survival +4 - Task: Forage (3 provision points per day)
Jet - Half-Elf Aristocrat 2 - Wolf Training
Geran - Human Commoner 2 / Expert 1 - Best Skill: Survival +11 - Task: Forage (6 provision points per day)
Victor - Human Commoner 2 / Expert 1 - Best Skill: Handle Animal +7 - Task: Find Goat
Vane (?Oreld) - Human Expert 2 - Survival +0 - (1 provision point per day)
Rhyna - Human Adept 2 - Best Skill: Survival +1 - Tending to Norris
Aubrin - Cleric 3 / Ranger 3 - Handle Animal +7, Survival +7 - Wolf Training
Kinning - Dwarf Expert 2 - Best Skill: Survival +0 - Task: Forage (1 provision point per day)
Wolves x4 - N/A
Summary (per day):
***41 mouths to feed each day***
Provision Points Acquired: 34
Goats Found: 1 (+1 on Day 1) (+1/day until herd reaches 9 members) (+1/day until herd reaches 13 members) (+1/day until herd reaches 17 members); cease once the herd reaches 21
Bedrolls Made: 2
Locations Scouted (and encounters ID'ed): 1
End of Day 1:
Provision Points: 38
Goats: 5
Bedrolls/Tents: 6
Locations Scouted: 1
End of Day 2:
Provision Points: 32
Goats: 9
Bedrolls/Tents: 8
Locations Scouted: 2
End of Day 3:
Provision Points: 28
Goats: 12
Bedrolls/Tents: 10
Locations Scouted: 3
End of Day 4:
Provision Points: 25
Goats: 15
Bedrolls/Tents: 12
Locations Scouted: 4
End of Day 5:
Provision Points: 23
Goats: 17
Bedrolls/Tents: 14
Locations Scouted: 5
End of Day 6:
Provision Points: 21
Goats: 18
Bedrolls/Tents: 16
Locations Scouted: 6
End of Day 7:
Provision Points: 20
Goats: 19
Bedrolls/Tents: 18
Locations Scouted: 7
End of Day 8:
Provision Points: 19
Goats: 20
Bedrolls/Tents: 20
Locations Scouted: 8
End of Day 9:
Provision Points: 18
Goats: 21
Bedrolls/Tents: 22
Locations Scouted: 9
At the end of Day 9, we become completely self-sufficient in terms of food (with a substantial surplus in the 'bank', just in case).
It will take another 5 days (so, the end of Day 14) for us to be independent in terms of mobile shelter (working on the assumption that the wolves don't need it, and that we have each already taken care of our own comfort).
(Note: I have included the two bedrolls and two tents looted from the Hobgoblins in the total that the NPCs have access to.)
EDIT:
It is probably worth asking Aubrin to prepare Create Water and Purify Food and Drink each day, so that we have fresh water, and make certain to 'de-toxify' all of our food. The last thing we need is gastroenteritis going through the camp like wildfire...

Ratel Dier |

wow, I didn't realize we were going to run a camping trip.... I'm not sure how I missed that, but for what it's worth thanks for crunching the numbers Nigel!

Hedran |

Perhaps we can assume when there are no 'encounter trees to shake', the PCs are also available to assist with camp tasks apart from guard duties?
Hedran could contribute with Survival + Craft (Weapons).
----
Leveling up, I am probably going to hold off on Knowledge (Arcana) this level, since a lot of us have it anyway, and most likely grab UMD (or a point in climb or Swim).
Background skills wise, I am increasing Craft (Weapons), and I can go with another Craft (Bows seems like a good option at the moment for this group) OR Appraise.
----
Last, but definitely not least, thanks a LOT for that crunch Nigel! :D

GM Mort |

Now you're in the forest we'll say the NPCs won't help you since they're busy with their own tasks.

GM Mort |

If anyone has longbow/shortbow proficiency...Aristrocrats yes, but other then that, everyone's stuck with crossbows, or in the case of commoners, not at all.
Yes I said level up in gameplay.

GM Mort |

On a more serious note, Ratel, this mini-game is quite an important part of the mod, that's why I wanted someone to number crunch it.

Hedran |

If anyone has longbow/shortbow proficiency...Aristrocrats yes, but other then that, everyone's stuck with crossbows, or in the case of commoners, not at all.
Craft (Bows) includes Crossbows?
Yes I said level up in gameplay.
Yeah, sorry about that, slowly catching up on Gameplay, being weekend and all ;)
On a more serious note, Ratel, this mini-game is quite an important part of the mod, that's why I wanted someone to number crunch it.
In a game of Rappan Athuk I was in, we had a random encounter against a band of hobgoblins in their lair - after some very serious fighting, we offered them a chance to surrender and join us in keeping the region under control. I can assure you there is a LOT of number crunching in turning a roving band of hobgoblins into an organized tribe. Damn that was harsh! :D

GM Mort |

I'm generally for less maths lest my brain explodes, but I am also lawful so I need to follow what the mod says. Braaaainnnsss

GM Mort |

Oh, I'll be running tomorrow so yeah activity will be suspect. Also, good night everyone.
Also, just finished Book 3 prep.

GM Mort |

Hmm. Go ahead. Crossbow has the word bow in it anyway.
Trying to avoid ice cream. It's all the trying to lose weight thing. Though honestly I love chocolate ice cream, coffee ice cream, caramel ice cream...the more "traditional" flavors. Vanilla not that much, and I generally am not a fan of fruit ice cream like strawberry.
Also the reason why these days I'm a semi decent runner. Just in the name of cutting those pounds.

GM Mort |

Azmythe, I'm pretty sure there wasn't any Loot as a mithral light mace. Since to add mithral to a weapon is 500 gp. I may have given you a silver light mace but that's about it.

GM Mort |

Mind you, you may NOT want to try to murderhobo through all random encounters. If init has not been rolled...evasion is an option.

Ratel Dier |

That's why I asked, if we blundered into them, or stealthily see them. I've had to go back and refresh my memory on the ongoing war between Nirmathas and Molthune.
Does anyone want to try and talk to them? or do we avoid them? Or just bushwhack 'em.

GM Mort |

These were your previous marching orders.
Again circumstances have changed since then...
Should you want to bushwhack then I'll roll init.

Ratel Dier |

Mort is the terrain flat enough to charge?
So do we avoid them because we have civilians following us?
Or do we follow them to their camp so we can report to the 'Rangers'?
Or do we kill them?
Or does anyone want to talk to them?
I like the idea of following them, or capturing one of them for information. But would we dare let an informant go?
edit Mort, do they look like their carrying a lot of food? We have mouths to feed :-)

GM Mort |

The usual, dark green = bush = difficult terrain, tree trunks are unpassable.
They do not appear to be carrying much, you know, just the typical bug-out-bag.

Ratel Dier |

So no charging, I need read up on climbing and acrobatics and such. There are fallen trees and everything....
Azmythe, sounds like you'd rather avoid them, any other opinions? Nevermind
I'm still trying to figure out if Ratel is the type that would just charge in. I think he would want to discuss options with the others, instead of just giving in to a 'fight or flight' responce which he would consider his 'animal/lycanthrope nature.

GM Mort |

Eh I deleted my previous post to give more people a chance to chime in.
Anyway..back to slay the spire.

GM Mort |

My interpretation of Hedran's post is the party can choose to engage or not, he doesn't mind either way. Please correct me if I'm wrong.
So since we have one for, one against, one sitting on the fence... there's still no concensus to do or do not.