
GM_Coreyllon |

So we are going with H19>H18>G17>G16>H17?
Who plans on riding on the cart vs riding a single mount?

Sir Andreas Eisfalke Von Ulm |

I am riding my horse. Since we are going back into the wooded area, a wagon is not a good thing to bring. If we encounter the hydra, we will need to be able to move quickly.

Saoirse Oparaeal |

Yep I'll be on my horse.

GM_Coreyllon |

So now we have a vote for no cart. If no one volunteers to drive the cart by tomorrow, I am going to assume that no one wants to be off their mount and we will move on.
If the group is worried about mobility, but wants to bring more equipment then your horses could easily carry, you could spend some funds on a donkey or another horse to carry most of your goods as well. The donkey would not be war trained, but it would handle rough trails much easier then a cart.
Sir Andreas did have a list of gear the group brought with them on their exploration.
@Druzz, Please put your Exploration Actions in your information line. We are using the expanded options from 2E if they are applicable. If you have any questions about it, please let me know. Please note that some of the Exploration Actions do affect how fast you move and will increase how long it takes to explore a zone fully.

Albert Malek Garess |

I think it's less about what we bring than what we might want to bring back. If everyone is riding mounts but traveling light, we should be okay to carry back most things.

Saoirse Oparaeal |

A pack mule/donkey might not be a bad idea.

GM_Coreyllon |

Sorry, I got busy today. I probably won't have time to get the exploration rolling until tomorrow morning. But we will be moving again then.

GM_Coreyllon |

I had to run the turn before you left town, so here it is. I kept Duzz as the Marshall, if you want to move him next month you can. There were no additional events, but the Criminal in Olegstown remains at large.
Initial Treasury: 21 BP
Initial Unrest: 0 (5)
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 35): Stability: 1d20 + 32 ⇒ (7) + 32 = 39 Success! Reduce Unrest by 1 to 4.
Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 5+1 Consumption, giving you a total cost of 6 and leaving your Treasury with 15 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments?
Saoirse becomes Spymaster.
Duzz becomes Marshall.
Step 2—Claim and Abandon Hexes? N/A
Step 3—Build Terrain Improvements?
2 BP Canal in C20 (This region is Plains)
Step 4—Create and Improve Cities?
Finish preparing Elch in D18.
Step 5—Step 5—Create Army Units? N/A
Step 6—Issue Edicts? N/A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE
Step 1—Make Withdrawals from the Treasury: Can't. No emergency.
Step 2—Make Deposits into the Treasury: Can't. No emergency.
Step 3—Sell Expensive Items for BP: Can't. No emergency.
Step 4—Collect Taxes:
Economy:: 1d20 + 27 ⇒ (10) + 27 = 37, divided by 3 is 12 BP, giving you a total of 25 BP. +5 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 31 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Previous Months Event: Bandits in Olegstown
Stability+Law-Crime DC 35: 1d20 + 31 + 0 - 1 ⇒ (8) + 31 + 0 - 1 = 38
Stability+Law-Crime DC 35: 1d20 + 31 + 0 - 1 ⇒ (3) + 31 + 0 - 1 = 33
During a daring raid, the bandit known as the "Bear" was confronted by allies in Olegstown. The locals managed to prevent him from his brash daylight robbery of Oleg's shop, but failed to apprehend the fiend. Unrest rises by 1 as the criminal remains at large.
Event Occurs? (25% because there was an event last month):: 1d100 ⇒ 71 No additional events.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2800
Size: 11 (11 hexes, 2 Settlement grids) (Control DC: 35)
Economy: 27
Loyalty: 17
Stability: 31
Unrest: 0 (5)
Fame: 1
Infamy: 0
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Productivity: 0
Society: 1
Consumption: 3+1
Settlement at the End of the Turn (Capital):
Population: 240
Economy: 4
Loyalty: 4
Stability: 2
Corruption: 0
Crime: 1
Law: 1
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 1
Society: 1
Fame: 0
Infamy: 0
Major Buildings:
Barracks
Baths
Brewery
House x2
Inn
Mill
Stable
Settlement at the End of the Turn (Oleg's Town):
Population: 160
Economy: 3
Loyalty: 0
Stability: 3
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 2
Society: 0
Fame: 0
Infamy: 0
Major Buildings:
Baths
City Wall (North)
House x2
Smithy
Trade Shop
Watchtower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

GM_Coreyllon |

Sir Andreas, as you are traveling and exploring do you keep your horse armored on?
Does anyone else have barding for their mount?

Duzz "Li'l Lamb" |

It looks like in my last edit I've deleted my mount's stats from my page. It is an elk and should have barding

Saoirse Oparaeal |

My horse doesn't have barding yet (couldn't afford it)

GM_Coreyllon |

Just so everyone understands. The length of time it takes to explore an area is based on your speed. Barding and certain explorations will cause you to move more slowly. To the best of your knowledge, there is no rush to your current tasks, but that is why I am checking.
The only thing to note is you must spend at least 1 week each month in Sturmulme. So you have up to five weeks of exploration before you have to be back.

Duzz "Li'l Lamb" |

Actually, I for some reason read barding but my mind went to saddle. My elk has no barding since it isn't proficient with armor at all.

Sir Andreas Eisfalke Von Ulm |

We are sitting at a move of 50 with the horses...unarmored or at a 40 with the riding dogs. I prefer barding on my horse as we may encounter things that we will need an extra hand at dealing with.
This will put us at a 35 movement if I keep the barding on my mount.
IS everyone ok with this, if not I am ok with removing it for the exploration which would bring us back up to a 40.

Albert Malek Garess |

No barding here, but unless we have a reason to move quickly, more armor for the king is better.

Saoirse Oparaeal |

Makes sense. A a bonus, if we need to run, the rearguard is armored. lol

GM_Coreyllon |

Ok, so we have one horse with barding which is going to set the pace. For the foreseeable future there is only the time constraints you place on yourselves. So if you guys decide to switch it up to move faster for some reason, just let me know. This was mainly just a narrative question for now, although a barded horse might help if you get jumped by a random Hydra.

Saoirse Oparaeal |

Sorry been caught up with home repairs. Getting caught up now

GM_Coreyllon |
1 person marked this as a favorite. |

I will be going on vacation from Sunday, July 28th, through Friday, August 2nd. I should have the internet, but I am not sure how much time I will have to post. This game will be the priority for me to post to.

Saoirse Oparaeal |

That was supposed to be me lol.

GM_Coreyllon |

Sorry about the quiet week. I was unable to sign onto Paizo's site from my laptop for some reason. But we are back to rollin'!

GM_Coreyllon |

Ok. We should be moving on pretty soon, I am just waiting to see if anyone turns down the soup.

Duzz "Li'l Lamb" |

@GM: Just to confirm, since we are in some wooded area, the ground would be considered wet earth for the "soft earth and stone", correct?

GM_Coreyllon |

Not all of the forest would qualify, but you are pretty close to swamp land so we will say yes, it is wet earth where you are.

Duzz "Li'l Lamb" |

Just to confirm, the man is dead then?
Or is there a special reason why the First Aid use of heal not being able to stabilize him?

Saoirse Oparaeal |

I have been.

Rillka Cloudhopper |

Question - I am unclear as to the specific hazard we are facing -
If the danger is the cart being swept away, which is the only reason the ponies would have been in danger and needed rescue... then tying the rope off with the cart tied to it solves the problem as the river current will push the cart out of the way of the flowing water and into the slower waters near shore. We shouldn't have any trouble pulling it the rest of the way through the slower water, especially with horses.
If the cart was just stuck, then there was no need to "save" the ponies, or tie it off with ropes, as we would have used the ponies to help free the cart, unless the current is so strong it would drown the ponies and the cart is so stuck that same current won't move it.
If that is true, then we aren't moving it either - horses or not.

Saoirse Oparaeal |

You're applying real-world physics to a game world challenge.
Challenge 1: Save the horses. (Set DC skill challenge)
Challenge 2: Save the cart. (Set DC skill challenge)
End result of both will probably affect our interaction/standing with the gnomes and how they view or aid our developing kingdom.

GM_Coreyllon |

The cart and their supplies are about to get swept away. The rope can allow multiple people to add their strength to try and get it out. Unfortunately for the gnomes at a certain point, if it is not pulled to safety, it will get swept away.

GM_Coreyllon |

The module suggests a course of action. If you have something different you want to try, then you can absolutely try it. But the rope is not going to hold for long.

Duzz "Li'l Lamb" |

Guys, I'd really like to use Soften Earth and Stone centered on the caravan, creating a 20ft. square of mud that is between 1 and 4 feet deep depending on the toughness of the soil (by the river, probably not tough at all).
Are you against it?

Saoirse Oparaeal |

....Why exactly?
Just fey dickishness? (I mean it would be very on theme with the Fey " I help you, you don't show the right amount of gratitude so now I screw you over")
Also, spellcasting tends to be pretty obvious without a couple of feats. I don't see it being well recieved.

Duzz "Li'l Lamb" |

Yup, pretty much want to annoy them. We helped them and in return this Jubilost has been nothing but an ass to us.
They were in danger before, but the mud would not put them in danger again, just make their life miserable for a couple hours trying to move their stuff.
Duzz isn't good and he doesn't really care if it will be well received by the gnomes.

Saoirse Oparaeal |

I mean, your call. If we ever encounter Jubilost again it might be an issue, but on the other hand, more story so...

Sir Andreas Eisfalke Von Ulm |

Granted it would be funny to have that happen...however as mad as Andreas is right now, it would not be something he would do or ask others to do.
I say we just let the little man be and move on.
I cannot tell you how many posts I had to erase and start again due to the way this jubilost was. lol

Saoirse Oparaeal |

What a time to roll a 20!