The New World

Game Master Sai Ling

A new continent is discovered, and players take the lead in exploring and colonizing it.


51 to 100 of 268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Indubitably Never 3d6

Nobody comes to the meeting anyway, because of the pouring rain and thunder. No doubt those nefarious Thayers will use this to argue that a roof is more important than a forge, the @&*#s.

1d20 ⇒ 2
1d20 ⇒ 8
1d20 ⇒ 11
1d20 ⇒ 18
1d20 ⇒ 11
1d20 ⇒ 19
2d4 ⇒ (3, 1) = 4
1d6 ⇒ 5

Day 3:
The storm blows itself out in the night, and in the morning, the sun rises on a clear day.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Day three the salvage party sets off again towards the Harpy.

profession sailor: 1d20 + 5 ⇒ (20) + 5 = 25

...and that was a beautiful role, so I'll take it, but while the post was loading I remembered I wanted to ask:

Can I take 10 on the profession sailor role, as long as there is no danger?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Capital:

5 Goods
0 Labor
0 Influence
0 Magic

4 gp 3 sp 6cp

DM Nerk wrote:
Nobody comes to the meeting anyway, because of the pouring rain and thunder. No doubt those nefarious Thayers will use this to argue that a roof is more important than a forge, the @&*#s.

Damn Thayers! With their fancy roofs and concern for the well-being of others.

Let's make some "money"

Day 3: Gozran 4

Profession: Architect: 1d20 + 7 ⇒ (7) + 7 = 14 x 10 = 1gp 4sp

Vallen assists in designing the longhouse for the Thayers, sketching them a spartan yet formidable plan, including board sizes, stress points, and everything else they probably don't care to know about. He will ask them about a second meeting as well.

He asks Horn'tos to begin working on the ant chitin to make a suit of scale mail and two large shields out of the ant carcasess (unless Gair wanted some scale mail too? I think I remember him mentioning wanting a shield.)

Between all that, he makes sure to take care of Deeshka and the sailor with malaria. No time for long-term care, but he wants to make sure they're comfortable until Gair can secure some herbs.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Day 3

Gair sets out with the scouting party again early in the morning, keeping an eye out for any of the herbs Vallen mentioned.

Knowledge(Nature) or Survival: 1d20 + 5 ⇒ (20) + 5 = 25 Not sure which is more appropriate but it's the same bonus for each.

I'm assuming searching for the herbs will take the same time that might have gone to foraging or gathering materials, correct?


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

untrained Profession Sailor: 1d20 ⇒ 19 aid another for Cueta

Despite the cold wet night Ben is in good spirits. He encourages Zik to row hard during the day. The pair has learn from the day before and is able to make better use of their oars.

Someday we need to build a big lighthouse on the headland at the mouth of the bay there. It will make it easier for ships to find the bay in bad weather.


male Dwarf barbarian 3

Untrained profession sailor 1d20 + 3 ⇒ (8) + 3 = 11

"that seems like a good idea Ben, but I think we have other more important projects right now."

"what to you think are important things you think the village will need Zik?"


Indubitably Never 3d6
Cueta Guiding Star wrote:
Can I take 10 on the profession sailor role, as long as there is no danger?

Anyone should feel free to read this, for insight into the twisted iner workings of your GMs "brain." In general, it won't be much use.

long answer:
taking 10 on the roll is certainly possible, and will move you across the hex in the standard 8 hours. Knowing what you're doing in a boat can make a huge difference in how efficiently it travels, and since I gave a range of duration for your journey, I thought rather than rolling 2d2 or 1d3+1 to see how long it takes you to make the trip, I'd let you roll for it and see what happened.

Since taking 10 would give you a 15, and your roll the first day was a 22 (with help from Kal'Tos) I figure you did 150% of what was needed for a solid day's rowing. I figure that doesn't translate into 150% milage, because great rowing isn't THAT much faster than highly competent rowing, but I gave you an extra 2 miles. The second day, your roll was 29, damn near twice the "average" so I gave you an extra 4 miles. In two days, with good rolls, you've covered 2.5 hexes instead of just 2.

See the upcoming post in the GPGP (Golden Pegasus GamePlay) thread.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Cueta looks out on the coastline they are hugging, at the low scrub and sandbanks and the loner ibexes stalking the marshland, the great broad oak and maple trees stretching up the hillsides, and the seagulls bobbing in the ocean waves, looking for breakfast. It really is a beautiful land.

"Agreed, Ben. I have a vision for that pinch of land - two small but stout forts flanking the mouth of the bay, with one topped with a lighthouse. A chain, stretching just under the waterline to scuttle invaders and pirates, with stout walls and moats protecting the forts from landbound attackers. And just beyond, in the safe waters of the bay, scores and scores of ships docked - the finest privateers in the world, the bane of imperious and evil lands, and a merchant fleet bringing goods and free folk from cities and towns the world over to our burgeoning western empire, the heart of which, a shining city on the hill, fed by the first spring we encountered, lies just a hop and a skip from our bustling port."

It really is a beautiful land. It is almost a shame that many of these trees will have to come down, the game will have to be hunted, the rivers dredged and straightened. Almost. "A girl can dream, right?"


Indubitably Never 3d6

Horn'Tos Craft: Armor (a shield, first, I think) 1d20 + 6 ⇒ (7) + 6 = 13 He will complete a heavy "wooden" shield at the end of day 7 and a second at the end of day 10. Assuming he isn't set to work on anything else.

Vallen: You have effectively given Sandra a point of influence towards her capital for completing her first set of bunks. In fact, she rolled and earned a point of influence, and your help is the in-character expression of that. So don't feel like you gave her something for nothing.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
DM Nerk wrote:
Vallen: You have effectively given Sandra a point of influence towards her capital for completing her first set of bunks. In fact, she rolled and earned a point of influence, and your help is the in-character expression of that. So don't feel like you gave her something for nothing.

I didn't think that at all, in fact I'm happy I helped at the right time.


Indubitably Never 3d6

Night 3

1d20 ⇒ 12
1d20 ⇒ 19
1d20 ⇒ 20
1d20 ⇒ 7
2d4 ⇒ (2, 3) = 5

The third night is cool but clear, though Cueta suspects another storm is coming.


Indubitably Never 3d6

Day 4

1d20 ⇒ 1
1d20 ⇒ 11
1d20 ⇒ 17
1d20 ⇒ 20
1d20 ⇒ 3
1d20 ⇒ 1
1d20 ⇒ 14

The fourth day dawns overcast, with a storm threatening.

(We'll continue with last night's meeting in the Golden Pegasus thread, and move our salvagers on to the morning since their evening's entertainment is done.)


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Cueta will take 10 on the trip out to the Harpy. Total 15 plus any aid anothers.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Day 4; Gozran 5

Vallen performs morning services to Torag, casting Enhance Water to share some mead with his fellow dwarves. He finishes preparing the herbal tea for the malaria treatment, storing it in one of his jugs and covering it with some makeshift pieces of wood carved to overlap together. He carries the jug over, gives Deeshka and the Sailor some tea, and instructs Gwen on how much to give them and when throughout the day.

Nerk, do you want a separate roll for preparing/administering the malaria treatment, or will that just go into my heal roll for the day?

Heal malaria: 1d20 + 7 ⇒ (14) + 7 = 21

Activity to earn gp

Heal: 1d20 + 7 ⇒ (4) + 7 = 11 x 10 = 1gp 1 sp

Afterwards he makes rounds, treating the injured and sick, going from shelter to shelter even if the storm picks up.

Simultaneously, he begins recruit a group of carpenters, spending 3 Goods, 2 Influence, 4 Labor.

I spent all of my goods, and Garrak's (since he may not be with us anymore) to begin recruiting the team.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Was there foraging yesterday? If so, how many food were found?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Day 4, Gozran 5

True to his word, Gair rises with the dawn, rousing Bern and those who had joined the foraging parties the night before. Organizing the most experienced of them, recruiting them to train with Hassan in order to become a proper fighting unit.

Beginning to recruit a team of Soldiers for 3 Goods, 2 Influence, 5 Labor.

With the foraging teams prepped and setting out, Gair meets up with his son, Kyle and Istiel. With a last check of their gear the group heads out to finish exploring the hex.

As the others hunt for food, Gair takes the opportunity to look for more wood he might use in bowcrafting.

Inspired :
Craft(Bows) - Gather 1: 1d20 + 6 ⇒ (19) + 6 = 25
Craft(Bows) - Gather 2: 1d20 + 6 ⇒ (20) + 6 = 26 Lol!

Edit : Well it looks like this might have to wait a bit...


Indubitably Never 3d6

NPC Foraging

1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 20 ⇒ (4) + 20 = 24

+21 food.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Alright, this presents a problem. With average rolls our foraging parties are only just capable of feeding themselves...


male Dwarf barbarian 3

We are going to need hunting parties, big game can feed a lot of people.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Yeah, I was thinking about that. Is there actually a way to act as a purely hunting party? Isn't that kind of what rolling survival is anyway? I'm not sure what would provide big game mechanically other than luck on the random encounter tables?


male Dwarf barbarian 3

I am sure you could make a survival check specifically to look for big game tracks.


Indubitably Never 3d6

Checking my numbers and my plans (it was meant to be 2 rolls, each at +2 per forager) add another 20 to each roll, generating a total of 41 food.

That's a bit of help, anyway.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Definitely, that makes me feel much better!

Can we also get a roll for the remainder of my group (Bern, Kyle, Istiel)?

I'm going to make the roll for day 2 on Garrak's behalf, he was at least around for that, it just sort of slipped through the cracks.

Survival - Day 2, +2 Aid): 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 = 3 food


Indubitably Never 3d6

Gair, The rolls include all the NPCs currently foraging.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Now that I know there is a reliable source of steam stone nearby, could I switch to recruiting a mason team instead of a carpenter team, seeing how they haven't been recruited yet?


Indubitably Never 3d6

Either way works for me, Vallen.


Indubitably Never 3d6

Day 5 Gozran 6

Clear skies. Work on various projects proceeds uneventfully.

Gair and Vallen have a skin-stealer for breakfast.

NPC Foraging:
1d20 + 39 ⇒ (8) + 39 = 47
1d20 + 39 ⇒ (4) + 39 = 43

+34 food is gathered.

Day 6 Gozran 7

Clear skies. Work on various projects proceeds uneventfully.

NPC Foraging:
1d20 + 38 ⇒ (1) + 38 = 39
1d20 + 38 ⇒ (4) + 38 = 42

16 of the wall builders have done their bit. 8 of them start work on a second length of wall, 8 start foraging. The second wall section will be done in 20 days.

1d20 + 16 ⇒ (3) + 16 = 19

+34 food is gathered.

That night, lights are seen on the far side of the bay. Nobody knows it's Kal'Tos. Except Kal'Tos.

Day 7 Gozran 8

Clear skies. Work on various projects proceeds uneventfully.

NPC Foraging:
1d20 + 37 ⇒ (7) + 37 = 44
1d20 + 37 ⇒ (9) + 37 = 46

16 of the farm builders have done their bit. 8 of them start work on a second farm, 8 start foraging. The second farm will be done in 30 days.

1d20 + 30 ⇒ (15) + 30 = 45
+49 food is gathered.

In the middle of the afternoon, sails are spotted on the horizon. A couple of hours later, Cueta and Ben return, with three boats and a small party of survivors from the Harpy. After unloading, the boats set out across the bay to ferry Kal'Tos and a second, larger party of survivors across.

With Garrak lost and the addition of 36 survivors of the Harpy (4 are sailors, eager to take places on the Lillend) the population of Newspring has reached a booming 135 souls.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

8th of Gozran 7th day in the new world

All the survivors from the Harpy have been brought to Newspring along with 950 food and 11 goods.
The Laughing Lillend gets it's longboat back.
The other two stay with the colony.
Is the Lillend leaving the next day?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Day 5
With the Skin Stealer taken care of, Gair gathers his party and finishes scouting the area around Newspring. During their exploration he searches for more suitable wood to craft bows from.

Rolls carried from Day 4

Once he returns, the battle earlier prompts him to address the need for a more practical group of combatants to deal with emerging threats. Using the resources at his disposal he begins putting together a team of Soldiers from the best candidates.

Day 6
With the surrounding area explored, Gair decides to stay in Newspring, taking stock of the current projects and setting to crafting a simple longbow from the yew he found earlier in order to shake the rust off his skills.

Spend 25gp worth of gathered materials.

Inspired - DC 12 Craft Check +10 for Accelerated Crafting
Craft(Bows) - 1: 1d20 + 8 ⇒ (18) + 8 = 26 x22 = 572 / 7 = 81.7sp
Craft(Bows) - 2: 1d20 + 8 ⇒ (7) + 8 = 15

Day 7
The following day, Gair continues his work on the longbow until the Ben and the others arrive.

Inspired - DC 12 Craft Check +10 for Accelerated Crafting
Craft(Bows) - 1: 1d20 + 8 ⇒ (17) + 8 = 25 x 22 = 550 / 7 = 78.6sp
Craft(Bows) - 2: 1d20 + 8 ⇒ (11) + 8 = 19


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Day 5 Gozran 6

Vallen organizes and executes Garrak's funeral. Going to take 10 on a Knowledge: Religion check and spend 5gp to earn a point of Labor on this day.

Knowledge: Religion 10 + 7 = 17 -5gp = 1 point of Labor

During this time he begins to speak and gather individuals to put together a team of masons, including Gaross.

Day 6 Gozran 7

Vallen spends the day looking among the stream for bedrock suitable for small-scale masonry work, as well as materials such as limestone to make mortar. I am assuming an abundance of sedimentary rocks such as limestone in this area, given the geography.

Masonry: 1d20 + 8 ⇒ (1) + 8 = 9= 9 x 10 = 9 sp

Day 7 Gozran 8

With his masonry team assembled, he begins working with Gaross and whomever else he was able to find on perfecting his mortar mix, digging up bedrock, and chiseling them into shapes suitable for foundation, reinforcement, or floor for the bunkhouse going up.

Masonry: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14 = 14 x 10 = 1gp 4sp

He also collects a chitin shield from Horn'tos, praising his improvised work. Vallen keeps it for the time being, until he finds a suitable person to give it to.


Indubitably Never 3d6

Assume to your hearts content, Vallen, I'm no geologist.

Masons (laborers? crafters? help me out) begun.
Soldiers begun.

Bow worked on, mortar developed.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Craftspeople Masons team (Craftsdwarf team if Vallen can help it, he'll take dwarves first.) Both the masons and soldiers should be complete, right? Started Day 5, completes Day 7. I'm assuming that the morning of the day you "start" to the morning of the day of "finish" is 2 days, and they would be available on Day 7.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Day 7 - Addendum

Putting the newly mustered soldiers to good use, Hassan has them keeping the peace, assisting where needed and keep an eye out for any potential threats.

Profession(Soldier): 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14 = 1.4gp


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Day 8 Gozran 9

Vallen spends the day crafting a hand-sized sculpture of Garrak. It is made of limestone and will be exquisitely detailed.

Considering this to be a high-quality item (DC 15) worth at least 5 gp. Paid "cost" 1.6gp for raw material

Craft: Sculpture: 1d20 + 10 ⇒ (13) + 10 = 23 x 15 DC / 7 = 49.29sp/50.00sp towards completion

That is infuriatingly close... lol.


Indubitably Never 3d6

1d20 ⇒ 2
1d20 ⇒ 12
1d20 ⇒ 1
1d20 ⇒ 14

Day 8, Gozran 9

Somebody give Vallen an Aid Another roll.

The day of rest looks to be a beautiful one, with the sun rising in a clear sky.


male Dwarf barbarian 3

Kal'Tos stops by to check on his fellow cleric and provides some advice from his experience with stonework.

Craft (stonemasonry) 1d20 + 5 ⇒ (9) + 5 = 14


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I think you mean craft: sculptures but hopefully the result is the same! I'll take it, many thanks Kal'tos! +2 to the roll gives 53.57sp, completing the statue.

With the help of Kal'tos pointing out that Garrak did not, in fact, have scrollwork carvings on his tusks, Vallen is able to finish much quicker.


male Dwarf barbarian 3

I have craft (stonemasonry), so I figured I should use that.


Indubitably Never 3d6

+15 foragers
+15 wall workers


Indubitably Never 3d6

Day 9 Gozran 10

various dice:

1d20 ⇒ 2
1d20 ⇒ 6
1d20 ⇒ 19
1d20 ⇒ 15
1d20 ⇒ 11

1d20 + 18 ⇒ (12) + 18 = 30 10
1d20 + 18 ⇒ (12) + 18 = 30 10
1d20 + 18 ⇒ (10) + 18 = 28 9
1d20 + 17 ⇒ (13) + 17 = 30 10
1d20 + 17 ⇒ (12) + 17 = 29 9
1d20 + 17 ⇒ (15) + 17 = 32 11

+59 Food Gathered

Updated projects and adjusted wall for new workers.

The weather is beautiful.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Day 9 Gozran 10

Istiel spends the day among the woods, taking down small game with her shortbow.

Survival: 1d20 + 3 ⇒ (15) + 3 = 18 +5 food


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Before leaving on the salvaging adventure, Vallen gets the construction of a forge rolling.

9 goods, 1 influence, 7 labor spent. 1 goods converted to labor, spent for 8 labor.

The priest not only leaves explicit instructions to his mason team on where and how to construct the forge, but for extra measure he leaves his holy book Hammer and Tongs: The Forging of Metal and Other Good Works with Horn'tos. The metal-bound, leather-paged book goes into great detail on setting up a functional forge out in the rough, and includes basic plans as well.


Male Human Incanter 3

Septimus continues helping build the wall.


male Dwarf barbarian 3

Before leaving on the expedition Kal'Tos gives his support to Vallen getting the forge started.


Male Dwarf Lvl 1 expert

Gaross spends most of the day working on getting Vallen's forge built right.

profession(Architect): 1d20 + 6 ⇒ (14) + 6 = 20
craft (stonemasonry): 1d20 + 9 ⇒ (18) + 9 = 27

He takes some time to meet with Sandra Thayer and show her the plans he drew up with Vallen for the Palisade and recommends adding a walkway near the top for guards to patrol. I think adding a guard post to the wall makes the walls walkable.


N female Human (Ulfen) Cavalier (Castellen/Courtly Knight) 1 / Magus (Hexblade/Bladebound) 5 | HP 41/41 | AC 2618 (13 Tch, 16 Ff) | CMB +7, CMD 19 | F+8 R+4 W+5 | Init +4 | Perc +6 (+2 when holding Eitleán), SM +10 (+2 when holding Eitleán) | Speed 30 ft | Arcane Pool: 7/7 Rhimeblade Pool: 2/2 Fly: 3/5| Active conditions: ioun stone +2 perception, shield 10/10, total defense

@ DM Nerk: I figure Sorala is spending a good chunk of the morning and early-mid afternoon, about 7 hours, working as a census-taker/historian. She'd like to earn some influence, but needs to be able to afford it first. She doesn't have anything like Profession (scribe) - could she make a check with something like knowledge (local)?

If so:

[dice=earning "gp" for influence]1d20+7[/dice]

So, if allowed, 1.7 "gp".

Later, she may want to look around for alchemical regents. I assume that this would take a full day of foraging, but without Profession (herbalism) or Knowledge (nature) or Survival, could I use Craft (Alchemy) to look for regents? Basically, looking for raw materials that would make up the "gp" cost of a specific type of alchemical item? So if her check this afternoon pulls up something that could be made later into, for example, antitoxin, she can use craft (alchemy) to start gathering the raw materials as "gp" towards that specific item?


N female Human (Ulfen) Cavalier (Castellen/Courtly Knight) 1 / Magus (Hexblade/Bladebound) 5 | HP 41/41 | AC 2618 (13 Tch, 16 Ff) | CMB +7, CMD 19 | F+8 R+4 W+5 | Init +4 | Perc +6 (+2 when holding Eitleán), SM +10 (+2 when holding Eitleán) | Speed 30 ft | Arcane Pool: 7/7 Rhimeblade Pool: 2/2 Fly: 3/5| Active conditions: ioun stone +2 perception, shield 10/10, total defense

Gozran 10, Sorala's Journal

Cool this morning but warmed quickly as the day went on. The dwarf, Vallen, made a statue for me of dear Garrack, in his memory. It is quite good, and a kindness I didn't expect. Truly, I seem to have misjudged both him and Gair.

The camp goes on much like it has. A bit of fear and apprehension, and a bit of hope too. Walls are going up, a longhouse is being built. Two farms have been tilled and seeds are undergoing sprouting. Plans are being drawn up for a forge

We have two boats as well, which are being taken today by all of our sailors - this makes me nervous, as does the fact that our best warriors are leaving to start a war, or perhaps hopefully - a mass assassination at least, of those shark-toothed cannibals that preyed so much on the survivors of the Harpy's wreck. I expect that they will be gone awhile and prey to the gods that they will be successful. If not...

I started recording the names, jobs and anything else today that anyone wanted to tell me - felt good. Think I may have a purpose here.

The foragers, hunters and fishers seem to have brought in less food today than we needed. This deficit makes me nervous. Hopefully, things are better tomorrow.

Figure I'll try and do one of these for each day, so that we have a campaign journal of sorts.


Indubitably Never 3d6

@ Sorala: In the long run, I don't quite see how most knowledge skills can be used to earn GP that way, but for this day of census taking I think it'll be fine. On the other hand, there is a system in place for using craft skills to generate GP, and she does actually have one of those at the same bonus as her knowledge local, so there's always that to fall back on.

@ Sorala pt. 2: I would say that Craft: Alchemy assumes you have the ingredients. While you certainly can earn "GP" with the skill, concocting minor things for people with things that they bring you, you'll take a -5 to use it to gather materials for you to craft stuff like alchemist's fire, etc. It seems to me you would want Knowledge: Nature or Profession: Herbalism would be the skills for that. Alternately, you could build a garden or greenhouse that could produce alchemical materials in lieu of GP or food.

@ Gaross: Yes, a guardpost makes the wall walkable. I would say that, as long as the walls are connected, one guardpost will serve to make up to 4 sections of wall walkable.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

@ Sorala + Nerk - Seeing as she is basically drafting documents, would it not be reasonable to use linguistics in this case?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Cool, Nerk - thanks for the input. And Gair, I think your right that linguistics does make more sense than a knowledge roll.

I dunno, I guess I'm trying to fit a round peg in a square hole, as other than craft (alchemy), Sorala doesn't have a whole lot at this point that can be put to use with the downtime rules. And she doesn't have an alchemist's kit, or knowledge/profession skills that can set her down that path, so that's why I went with the craft check, hoping that she could somehow notice the raw ingredients in the wild - I think a -5 check is fair. Should there be a -2 as well, for not having the proper kit? I imagine that ideally, an alchemist doing such a thing would take the raw material, process it somehow through his/her kit and see if it will meet his or her needs.

I'd like to build a garden/greenhouse, but I think we've got other priorities at the moment. Next level, Sorala will definitely be putting points into profession (herbalism) and knowledge (nature) and probably survival as well, so it shouldn't be an issue for too long.

Thanks for the consideration!

1 to 50 of 268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The New World All Messageboards

Want to post a reply? Sign in.