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I am sorry I haven't been able to post in the Barons dinner. Working on that, it is a nice exposition and I want to have it right.
Let me share my thoughts.
In Kingmaker Narissa is the ultimate Big-Bad-Guy, but one that, even as she is pulling all the strings, you don't get to see but at the last 5 minutes. And her castle is great, but you don't see it until you are fighting everyone, so there is a lot of material and ideas that can't be developed as the characters don't have a change to see it.
So I make this prologue to allow your characters to meet her, and look around at the beginning. Now the rest of the adventure is for you to gain strength and return here and fight Tarlaxian and Narissa and experience how much your characters grow. Something to strive for, besides the "lets make a Kingdom" part.
And there is another surprise there...
But well, sorry, and I promise to get to the dinner shortly.
About how to split the party in "Kingless", feel free to do what you feel is better, and I will roll for it. The only think is that I prefer if I don't have to DMPC anyone, as I have little time already. So the "Missing" players can stay behind, guarding Anando, while the others explore.

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Edeldhur, it is really a good time to talk about structure.
From the beginning my idea was for you to mix and match groups that would tackle different quests concurrently. Less characters means more gaming time for each one.
But I won't split you if you choose to remain together.
What is the problem with splitting up and covering more ground? It will help you get the Kingdom up and running faster...

Tatiana Fortuna |

I don't know about Edeldhur, but I have an allergy to splitting the party. Too many character deaths in my gaming experience after that maxim was violated. That was why I personally asked for a story reason to split the party.

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Yes, I know it is a good adage not to split the party.
But:
-There are a lot of you...
-Remember, I am a dead-free DM. Your characters won't die unless you are OK with it.
You are in control. You choose how to tackle the tasks ahead...

Halcorg |

From my experience in pbp, the bigger the party the slower things go. 4-6 players will be fine. But if we have more than that we will end up with a huge amount of delay while we wait for the skill player to make his DD check, or the bard to roll with her high perception, or the mage to decide what spell to cast.
I like the idea of divide and conquer. For instance the three rangers with FT(forest) can work the woods while the cavalier and light cavalry can work the plains and hills. There are a ton of hexes to search, not only in the original part of the map, but overall. If we stay together, this will take years of real time. By dividing and having group of faster posters, we can greatly diminish the time. I assume that wealth and experience will be split equally, although if players lag too much, then we can simply assign them to the social services division of the government until they return.
This is not like splitting a 5 or 6 person party where we end up with a 2 or 3 man group, or a solo. That is where problems come in if the solo suddenly meets the BBEG. We are essentially splitting into two normal sized parties. This was the whole basis for this campaign from the very first recruitment post by Corsario. We have 12 players, admittedly 3 or 4 seem to be rather light on the posting, but even without them, we have two 4 man parties which is more than enough. The big problem is that the Cohorts were very poorly chosen based upon classes. We are immensely melee oriented with only 1 skill and 1 arcane caster, and the arcane is a Summoner which is more of a 3/4 caster even though she has some pretty buff spells.
If people did not want to play in a campaign which was clearly laid out as a multi-group campaign, then they should not have signed up. This is probably why Corsario had fewer applications than expected. However, we all, I hope, read the recruitment guidelines and should have understood that the Barons and the Cohorts were each expected to split into two or more sub-groups to adventure as needed. If we are going to search some caves, we leave the cavalier behind. If we are searching the plains, then one or more of the forest rangers should go elsewhere. We only have two divine casters, so it will have to be 1 in each.
Finally, from a game standpoint, we do not know how long it is going to be before Brevoy decides to turn its eyes south. We need to search out the area, eliminate any threats, and then establish a main base, and then preferably a Capital, before they start viewing us as a threat. Using two or more groups to do this doubles the rate at which we can search.

Edeldhur |

Personnally, I have nothing against splitting up the group - I have tried it in a different instance of PbP, and it actually worked out pretty well, since it was done partially due to story reasons, and partially due to posting frequency.
However, Daliedhur is not fond of the concept - building a kingdom is not something immediately imprinted in her, much less in a hurry. As I see it, all that is currently very far away in her priorities, and in fact is not something she would think about at the current time - we have just escaped being trapped between a rock and a hard place, her brother, as well as several important figures of the future of this land have misteriously disappeared, a civil war seems to be about to erupt, and they actually know very little of the Stolen Lands themselves - definitely, building a kingdom is not her immediate concern, but instead establishing a foothold in the land - hence her suggestion of going to point A - evaluate it - if it is stable, move to point B - etc, etc, building a supply line logic.
This to make sure that they do not suddenly find themselves stranded in the middle of nowhere, to guarantee they familiarize themselves with the region, where they can ponder settling down, if at all, and so forth. All done in a "pioneer" logic so to speak, and not a "Terraformer" one, for the time being, and staying safe in their numbers.

Halcorg |

Sort of my thought. If we establish a foothold - a village - in the hex with the bridge in it - SW of the Shrike Fall. This is reasonably removed from Brevoy to allow some security. It is also close enough to Fort Serenko and Oleg's to allow for resupplying. The curve in the river will also help with defenses and the river will provide water. We then search the lands around this town in the Kobold and the Stag Lord's areas. This will be the footing for the nation. When we get farther south, we can establish a formal capital where the rivers meet the Tuskwater.
I understand that Daliedhur is apprehensive, but this is what the King wants and we are all now servants of the king. This is a free land and nobody is forcing anyone to stay. Daliedhur is free to join us, or leave.

Daliedhur |

"Free to join us or leave"? Hmmmm, that tone sounds kinda funky to me, but I'll just ask - who is us?
-------
Regarding the questions at hand, and since I am sure it will, be decided as a group, Daliedhur DOES have some concerns about establishing a village, but the issue goes way beyond that - you can't simply arrive at a place and "establish a village"
You need materials to build it, villagers to live in it, something for said villagers to eat, a place for said villagers to sleep in, occupation for said villagers, protection, etc, etc... Simply by the fact that you "establish" a village, does not mean people will flock to it. Or are we going to be the villagers? Because if that is the case, and even though she could do it, Daliedhur is not inclined in any way to be one.
Regardless of the fact that the place you pointed "seems" to look good when you look at it on a map, there may be better ones, and in any case, I still don't understand what is the rush - I think it makes more sense to first circle about, passing as many villages/towns/posts we can, gathering as much information as we can, hearing everyone of us out, and then making a decision, fully knowing what the region entails, and as many pros and cons as possible.
Just Daliedhur's point of view though. You are free to adhere, or.... Not.

Daliedhur |

From my experience in pbp, the bigger the party the slower things go. 4-6 players will be fine. But if we have more than that we will end up with a huge amount of delay while we wait for the skill player to make his DD check, or the bard to roll with her high perception, or the mage to decide what spell to cast.
I like the idea of divide and conquer. For instance the three rangers with FT(forest) can work the woods while the cavalier and light cavalry can work the plains and hills. There are a ton of hexes to search, not only in the original part of the map, but overall. If we stay together, this will take years of real time. By dividing and having group of faster posters, we can greatly diminish the time. I assume that wealth and experience will be split equally, although if players lag too much, then we can simply assign them to the social services division of the government until they return.
This is not like splitting a 5 or 6 person party where we end up with a 2 or 3 man group, or a solo. That is where problems come in if the solo suddenly meets the BBEG. We are essentially splitting into two normal sized parties. This was the whole basis for this campaign from the very first recruitment post by Corsario. We have 12 players, admittedly 3 or 4 seem to be rather light on the posting, but even without them, we have two 4 man parties which is more than enough. The big problem is that the Cohorts were very poorly chosen based upon classes. We are immensely melee oriented with only 1 skill and 1 arcane caster, and the arcane is a Summoner which is more of a 3/4 caster even though she has some pretty buff spells.
If people did not want to play in a campaign which was clearly laid out as a multi-group campaign, then they should not have signed up. This is probably why Corsario had fewer applications than expected. However, we all, I hope, read the recruitment guidelines and should have understood that the Barons and the Cohorts were each expected to split into two or more sub-groups to adventure as...
As I said, I have nothing against splitting the group, which does not prevent my character from having a different opinion, or find there isn't a strong enough reasoning to do it.
Yes, I know it is a good adage not to split the party.
But:
-There are a lot of you...
-Remember, I am a dead-free DM. Your characters won't die unless you are OK with it.
You are in control. You choose how to tackle the tasks ahead...
Well, these are the joys of the Sandbox, are they not? :D

Halcorg |

"Free to join us or leave"? Hmmmm, that tone sounds kinda funky to me, but I'll just ask - who is us?
-------
Regarding the questions at hand, and since I am sure it will, be decided as a group, Daliedhur DOES have some concerns about establishing a village, but the issue goes way beyond that - you can't simply arrive at a place and "establish a village"
You need materials to build it, villagers to live in it, something for said villagers to eat, a place for said villagers to sleep in, occupation for said villagers, protection, etc, etc... Simply by the fact that you "establish" a village, does not mean people will flock to it. Or are we going to be the villagers? Because if that is the case, and even though she could do it, Daliedhur is not inclined in any way to be one.
Regardless of the fact that the place you pointed "seems" to look good when you look at it on a map, there may be better ones, and in any case, I still don't understand what is the rush - I think it makes more sense to first circle about, passing as many villages/towns/posts we can, gathering as much information as we can, hearing everyone of us out, and then making a decision, fully knowing what the region entails, and as many pros and cons as possible.
Just Daliedhur's point of view though. You are free to adhere, or.... Not.
In a tabletop game, these might be concerns, but in PBP, this is going to add a ton of RL time without ever establishing the kingdom itself. In Kingmaker, I think most of this is assumed. We establish a town and decide what to build. If we run the town well, it will grow in size (dependent upon the variability of d20 rolls). I think the reason we have the letters and notes with the treasury, is to fund the craftsmen and other laborers that are necessary to actually build. I am not saying that the first town has to be permanent, but the longer we wait to establish our first settlement, the longer it will be before we can attract farmers, artisans, soldiers, and the like.
While realistically, we would want to find a hex with a nice hill on it and a river on one side which would provide defense. At the bottom would be nice farmland for food. In KM, there are only several types of hexes, and unless we find one with a usable structure in it, we will have to build from the ground up. Think of this as the wild west in the US. It starts with a few houses and a general store, then a mill gets built, then the railroad goes through, and eventually rich people and artisans and manufacturing arrive.
I will leave this to others to decide upon, Halcorg has presented his view.

Tatiana Fortuna |

Halcorg and maybe others,
The players of Daliedhur and Tatiana completely understand and probably agree with Halcorg and Corsario about splitting the party and settling the non-PCs somewhere. However our characters do not. Please help us craft a story together to align our characters view point.
cheers

Mulray Gasparo |

A compromise? Move to the first staging area with some speed, and then assess the situation.
Keep it simple until we know what we are up against.
The bridge and the trading post are the two suggested staging areas?

Halcorg |

I think that we have a story. We have been given charge of protecting the treasury. We need to get it out of Brevoy and to a safe location. Having the treasury trailing behind us for weeks while we search around unknown lands does not seem safe or logical. What I have proposed is to find a safe starting point and then locate a camp there guarded by our various followers. We do not have to establish this as the first settlement in our nation, but if we do, we can begin to attract merchants and artisans and settlers from the north who are fleeing the civil war. (Tavern, Brewery, General Store, Farms, etc).
When do not spend too much resources on this village, so that once we have found a better settlement location, potentially for the eventual capital, we move the center of government south and establish a larger city.
If I understand correctly, Tatiana and Daliedhur want to have all our followers and the treasury traipsing along with us through uncharted territory for an undetermined amount of time. Halcorg on the other hand wants to establish a base which can be guarded by our followers and is a central point to which any peoples wishing to move to the new nation can go to. It does not have to be permanent, but for KM purposes, it should be an established city.
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In IC, I do not know how to say this better than I have. Right now we seem to only have 4-5 regular posters adding input, so anyone hanging in the wings, it would be nice to hear from you on this. I am good either way, as long as we keep this campaign moving at a good pace.

Daliedhur |

Halcorg and maybe others,
The players of Daliedhur and Tatiana completely understand and probably agree with Halcorg and Corsario about splitting the party and settling the non-PCs somewhere. However our characters do not. Please help us craft a story together to align our characters view point.
cheers
Thanks for putting it clearly Tatiana :D
@Halcorg: I understand your reasoning, but as I stated somewhere (in one of our discussion posts I believe), I never played Kingmaker, so I am not aware of such assumptions. But it does sound like a stretch to assume we establish a town and decide what to build without any prior preparation, and I agree with you that the treasury can be used to fund it, but will it work like the computer games? Meaning you have X cash, you buy Y villagers? :D
If I understand correctly, Tatiana and Daliedhur want to have all our followers and the treasury traipsing along with us through uncharted territory for an undetermined amount of time. Halcorg on the other hand wants to establish a base which can be guarded by our followers and is a central point to which any peoples wishing to move to the new nation can go to. It does not have to be permanent, but for KM purposes, it should be an established city.
Not correct Halcorg - the only thing Daliedhur has suggested in game, is that we start by moving towards Oleg's Trading Post [and a few rants about getting to know the region, and supply lines, etc :D], this means travelling by road until we reach said post.
I still cannot understand how one can establish a base "to which any peoples wishing to move to the new nation can go to" - my question here is what people? If we move straight to the temporary village spot, we don't contact anyone, who and how will they know we exist in the first place? Unless, again, we are going the "computer game" way of "Town reaches size Z, so automatically gains a number of villagers = to Y"?
As far as how long the game can take, I believe I remember Corsario also informing everyone that this is a looooong term game, correct?

Halcorg |

All PBP are long term games. I have heard of one or two AP's being finished in a year, but that is EXTREMELY rare. The games I am in, and I am in 16 right now I believe, are averaging about 1 SP book per year. So, 5-6 years is not unrealistic.
As far as the minutia of the game goes, unless Corsario changes something, the "nation" will have a certain amount of funds "BP or Building Points" with which to build buildings, farms, acquire land, build roads/bridges, etc. The nation also has three "attributes" Economy, Stability and Loyalty. There are a number of positions within the nation. Ruler, Warden, General, Counselor, etc. Each position has certain attributes which benefit the nation - Ruler (Cha), General (Str or Cha), Warden (Con or Str), etc. The player who fills this role adds his stat modifier to certain city attribute Ruler (any or all depending on the size of the nation), General (Stability), Warden (loyalty), Treasurer (economy). Each month, we will decide if we want to build something (Stables, Castle, Cathedral, etc). If we have the BP, it is built. Each building has certain bonuses it brings - increase in econ/loyalty/stability, and possibly additional items that might be available (not sure how this is going to work since most of us have already taken crafting feats which KM generally limits.)
At the beginning of each month, a series of rolls are made to determine the economy, stability, and loyalty. If these are made, everything is fine. If the econ is beaten by a ton, we get bonus BP, if the roll fails, then various problems ensue - unrest, etc.
There are also random events - murders, crazed religious fanatics, storms, monsters, etc - that must be put down.
The minutia of how many new settlers arrive, is not really a part of the scenario as far as I can tell. If we have a brilliant marketing campaign, then we might get some bonus, but I do not think that we really have to control every little detail.
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This is the structural/OOC reasoning for starting the nation earlier. As far as the IC reason, once we found a town, even a small one, unless we keep it completely hidden, we will have merchants coming and going. Merchants tell people about the nice peaceful village that has been founded and about the fair and just system of government that has been established there. These people tell other people and eventually we have people migrating south and away from the chaotic civil war that is Brevoy and the River Kingdoms.
Hope this helps. I do not think that I am giving anything away, but it is important to understand some of this as it is essentially a completely separate game from the regular PF adventuring.
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The problem with Oleg's is that it is sort of pigeonholed in the north next to Brevoy. If we make our first settlement there, if Oleg and his sons allow us that is, his trading post will likely be able to be used as an asset and reduce the cost of some building (trading post, store, etc). However, from there we either have to backtrack making for longer excursions into the Stag Kingdom and Kobold Lands, or forcing us to go into the Dragon area which could be deadly. I agree that we should get to Oleg's as soon as possible to see what help he can be, but that using this as our base seems to be placing our resources at the edge of where we want to go, rather than much closer to the center.

Neji Lazula |

I'm cool with whatever the group majority decides to do. Neji isn't talking right now for many reasons: in-story trauma from witnessing war and betrayal, lack of political knowledge, and no familiarity with the immediate area. I will have her say something soon.
As for Janus, he's preparing a list of questions for his mother.

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Ok, a very delayed, but I hope good, post in the "The Dinner of Thousand Breaths". Time to ask your questions to the people in the castle!
About Kingless, and Kingmaler in general, you need to be familiar with these set of rules:
Exploration & Movement in Sandbox Campaigns
Kingdom Building
Mass Combat
Right now the hexes in Brevoy, Pitax and Leventon's control are explored, but already claimed by the corresponding "kingdoms" (except Leventon's, they are not claiming nor controlling them). All the others are not explored.
About why to start to build a Kingdom as soon as possible this is how I see it:
- You are not sure King Rupert and the Barons are alive. They very probably are dead. Waiting for them doesn't make sense if they are not coming back. Only Tarina "feels" her Mother alive, but other than that you don't have ANY evidence they live.
- The resources you have is not a huge pile of gold. They are some materials (wood for example), some money, and many documents of guilds granting you resources to construction. If you don't use them they are going to spoil, get list, robbed, disfranchised by Brevoy, etc.
- When someone comes for you is better if you have resources, armies, strongholds, and a reputation to impress them.
- Are you really saying your heroic characters will look for a dark and quiet place and go hide there, hugging their knees and cry themselves to sleep?!? You have the world against you, so it's time to be "BRAVE, BOLD and RESOLUTE!" Time to raise up to the occasion!
Halcorg has been making very good points, hear him.
What I would recommend. Divide in two groups. A fast one going to Oleg Trading post to see what is happening there, and gets news from Brevoy and New Stetven. One Slow following the Shrike river towards the falls, exploring the way, and looking for a place for your first city. But it is your call, you will need to organize yourselves.
Speaking of which: Founding a Settlement Rules
I know, the rules are not "completely" a simulation of all the factors in settling a new land. Yes, when you build the settlement "sims" appear from nowhere to live there, accordingly to the rules... Well, don't worry about it, you do your moves, I take care of the rest.
BTW I was forgetting. You saved ALL the treasury from the battle, and I expected for you to lose some, so you start with 100 BP. From there you will give 20 to the Cenobitic monks to start Varnhold, so you have 80 left. Use them wisely!

Seraph Whitemoor |

Well hot damn we have 80 BP, hell yes we can start a kingdom and a bloody good one for its beginning.
As much as I agree with some of the statements above. Splitting the party is our best option for story reasons. I don't believe it should be forced on the characters by the DM but reason would suggest we have many forces marching with us.
the 40+ Silver Dragonflight
Mulray's Caravan
Tarina's Coaches
+Whatever Followers I missed.
We number nearly 60+ at least and if we march in a single group we will be more noticeable and won't get much done. From a strategic standpoint it would make sense to enter the Stolen Lands with a bit of shock and awe, the weakest territory is controlled by bandits, a seemingly unorganized force at worst and a bandit kingdom with loose organization at best.
So they of course are going to be the easiest for us to crush. So Seraph wishes to get a move on that before the bandits have a chance to band together against a common threat. Crush the Stag, take a good swath of territory and build the beginning of a lasting nation.
Just my thoughts and I am in agreement with Halcorg.

Xi'Tir |

Seraph forgot to add...
In theory...
I agree with Seraph, the last time we had a massive party like this (14 players around a gaming table not Pbp) it took FOREVER to get anything done. So we tended to break off and forge our own path. The opinions above have merit but Corsario himself is giving us the green to split up and make positive moves.
However I understand everyones agreements and disagreements with the party split but I think it's for the best. :)

Daliedhur |

For the sake of clarity, I just wanted to point out that for me, what threw the sand in the gears was the transition.
- I was not aware that the rules above for Exploration & Movement in Sandbox Campaigns, Kingdom Building and Mass Combat where in place - I am now;
"- You are not sure King Rupert and the Barons are alive. They very probably are dead. Waiting for them doesn't make sense if they are not coming back. Only Tarina "feels" her Mother alive, but other than that you don't have ANY evidence they live. "
- Daliedhur never mentioned she was interested in waiting for her brother or anyone else - she is all about action - I was merely trying to guarantee her a coherent mindset and behaviour;
"- The resources you have is not a huge pile of gold. They are some materials (wood for example), some money, and many documents of guilds granting you resources to construction. If you don't use them they are going to spoil, get list, robbed, disfranchised by Brevoy, etc. "
- I understand this now, but then again, as far as the game had progressed, as a player I was not aware of any of this (apologies for not having noticed it before), and as far as the character interpretation goes, having a guild document that grants you resources for construction, does not make these resources magically pop into existence wherever you decide to build a settlement, UNLESS we are using the rules above (which I now understand we are);
"- Are you really saying your heroic characters will look for a dark and quiet place and go hide there, hugging their knees and cry themselves to sleep?!? You have the world against you, so it's time to be "BRAVE, BOLD and RESOLUTE!" Time to raise up to the occasion!"
- Again, I don't recollect Daliedhur suggesting that we look for a quiet place to hide, what she had indeed suggested was for a supported advance, instead of a "PUFF - Settlement done!" approach. Again, I point out I was not aware that we were not in "Kingdom Building rules time";
"BTW I was forgetting. You saved ALL the treasury from the battle, and I expected for you to lose some, so you start with 100 BP. From there you will give 20 to the Cenobitic monks to start Varnhold, so you have 80 left. Use them wisely!"
- This here would have been an extremely important piece of information from the get go, since I would have picked up that we were on "Kingdom Building" mode, and probably much of the conversation above would not even take place.
I just wanted to clear that out regarding me as a player and Daliedhur as a character.
That being said, Daliedhur will agree to the suggested course of action, and proceed to Oleg's.

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Yeah, sorry, I am falling a little bit behind... But I am glad we are there now.
So, what is the land speed of both groups?
Will the one going to Oleg's go ahead from the start of will separate after the Fort?

Neji Lazula |

Corsario, how do you rule on eidolons healing? All the text says is that "The eidolon does not heal naturally." I've seen that line interpreted different ways by different DMs. Does that mean that belting D-Man with a Cure Light Wounds would fail or that he just doesn't recover HP by resting?

Seraph Whitemoor |

I would say that if the main group is faster, having them break off earlier would be prudent. But entirely up to them.
The Silver Dragonflight's speed is at best 20 ft while marching in their armor. Granted if they were all hanging onto the wagons we may get a little more speed but we will be greatly slowed down once we break off from the main road I am sure.
So the second group is speed 20 minimum, granted that doesn't stop some riding ahead to ensure we have an open path. ;)
___________________________________________________________________________ ____
The discussion above was all fine despite the miscomm's, which makes the RP even better. :) I for one am glad all the discussion took place. :)
Definitely looking forward to some kingdom building! :D

Halcorg |

My comment from earlier was that it might be best to have 1 or 2 retainers on horse with the fast group. Once we make the Fort and determine that there is no problems waiting, we can send the riders back to inform the caravan. Then the fast group can move forward. It will probably be about a day/hex either way. The fast group might be able to search 2 per day, not sure about the exact timing for this. We should make Oleg's in 3 days. Spend a day there, and then another 2-3 days to get back to the bridge. This should result in all but 1 plains hex being searched.
We can also stick to the Brevoy road which will get us to Oleg's faster, but will result in no searching for new hexes for those two days.

Neji Lazula |

Given the latter's unlimited flight, Neji and Destroyerman probably should go with the fast group. D-Man also has some scouting properties of his own: good perception and decent stealth.

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Corsario, how do you rule on eidolons healing? All the text says is that "The eidolon does not heal naturally." I've seen that line interpreted different ways by different DMs. Does that mean that belting D-Man with a Cure Light Wounds would fail or that he just doesn't recover HP by resting?
He doesn't heal by resting, but he can heal magically.
Can someone explain me why? I have never understood why they wrote it like that.
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I am no longer sure who is going to Oleg's, and who will follow the river.
And as I understand the Oleg's group will take off before the fort, to make better time...
Also I am not sure if the Oleg's group will follow the road or go exploring the intervening hexes.
Note to self... Need to put coordinates on the hexes.

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It is official, we have Dark Netwerk (Rhasadilara and Anton) and El Ronza (Anton and Sofia) bowing out, so their Barons won't be coming back from the first world and their Cohorts will return to Restov to investigate, never to be seen of heard again...
Bummer...

Halcorg |

Sorry to hear that. It sounds as though we are down to 10, so 2 groups of 5 or 4 & 6 depending on the task.
Anyway, lets get moving. I think we have 5 in the fast group - if Hrraggar is joining the fast riders. Lets get ready to start adventuring.

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And bad news keep pouring in... Jon Garrett (Kaldwell and Okana) has bowed out too, so we are down to 9. 5 in the Oleg's Trading Post group and 4 in the Shrike river group.
I have to say, if somebody else is thinking in leaving the campaign now is a good time to do it.

Halcorg |

Well, those were the three light posters I referenced. It is too bad, but most of the rest of us have been fairly solid posters and should be able to work well together. As previously stated, we are very light on the arcane in the Cohort's group, although none of those leaving were arcane, so this does not change things. But should be able to work things out.
Lets go with what we have. If someone knows somebody who is a good, reliable, long term player who wants to join, we can grab one more. Otherwise, we should be able to accomplish what Corsario has planned with the players we have.

Neji Lazula |

Spmebody correct me if I'm wrong, but I believe that Destroyerman's flight speed is 30 ft. However, he can probably keep pace by just flying right over obstacles and difficult terrain and speeding up as necessary.
An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magi makes this a supernatural ability. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution.
He flies magically (in game, Neji found some Thassilonian technology that lets the guy fly Iron Man style), so that's 4 evolution points there. Based on the way that sentence reads, magic flight is a separate upgrade from increasing flight speed.

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You are correct, 30',but as he flies in straight line, don't need to eat or drink and doesn't tire so easily let's say you keep the 40' pace...

Ni'Tir and Chimalma |

Seraph and I always believed that as a magically constructed creature that the Eidolon didn't exist in the material plane thus it didn't have a natural healing cycle. Thats how it worked for us, as the summoner shapes the Eidolon to fit there will and theoretically it doesn't exist as anything more then an extension of the summoners will.
But...
We allowed it to heal naturally whenever the summoner themselves wasn't having to heal, a manifestation of the summoners will and focus towards its construct/ally. The healing deadly wounds options and spells of course worked just fine on the Eidolon. :)
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Sad to hear we lost so many already. :/

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Día de Muertos!
No problem...
I'll post the last rooms and the meeting of Queen Narissa later tonight.
About making a new thread for the Oleg's group, not sure yet... "Kingless" sounds very good...

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Ok, improvements in the campaign info tabs, and added the map link in the campaign information on top of the thread.

Mulray Gasparo |

Fixed my vehicle stats on my profile, and add vehicle in combat rules.
I really need to pick up improved overrun to protect my horses from AoOs when running over people.

Mulray Gasparo |

It is determined by the speed of what is pulling it.
Maximum speed = twice the movement of the creature(s) pulling it.
Acceleration = movement of creature(s) pulling it
In this case... 50' base speed, 50' acceleration (with successful driving check), and a maximum speed of 100'.
Base DCs for driving are DC5 for out of combat, DC20 for in combat.

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Shrike River Group
But traveling at the same speed as the rest of the caravan?
Let me make numbers:
1) You four exploring, the caravan traveling on their side:
Explorers speed 50': Explore a hex in one day
Caravan Speed 20': Travel a plain hex in 8 hours; others in 12 hours.
2) Everybody travelling together:
Caravan speed 20': Explore a plain or hill hex in 2 days.
So in the option 1 you travel and explore a hex in one day, but have to leave the caravan alone during the day, and join back with them in the night; in the option 2 you travel and explore a hex in 2 days.
So.. what is going to be?
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Everybody
Each hex you explore you are supposed to do some rolls to see if you detect hidden things. Instead of having everybody roll I took the highest of each group and add +2 for everybody that have ranks in the skill.
For the Oleg's Trading Post Group it is:
Perception: +12 (Daliedhur) +2 (Halcorg) +2 Tatiana = +16
Survival: +10 (Daliedhur) +2 (Halcorg) = +14
Appraise: +13 (Hrraggar) = +13
Diplomacy: +12 (Neji) +2 (Tatiana) = 14
Knowledge (Nature): +7 (Daliedhur) +2 (Halcorg) = +9
Knowledge (Dungeoneering): +7 (Daliedhur) = +7
Knowledge (Geography): +5 (Daliedhur) +2 (Halcorg) = +7
Knowledge (History): None = Not available
For the Shrike River Group:
Perception: +12 (Mulray) +2 (Xi'Tir) +2 (Azurefang) +2 (Seraph) = +18
Survival: +12 (Tarina) +2 (Mulray) +2 (Xi'Tir) +2 (Azurefang) = +18
Appraise: +8 (Mulray) = +8
Diplomacy: +8 (Mulray) +2 (Tarina) +2 (Seraph) = +12
Knowledge (Nature): +11 (Tarina) +2 (Mulray) +2 (Xi'Tir) = +15
Knowledge (Dungeoneering): +5 (Xi'Tir) = +5
Knowledge (Geography): +5 (Xi'Tir) +2 (Mulray) = +7
Knowledge (History): None = Not available

Xi'Tir |

Oh gotcha yeah totally up for exploring ahead of caravan, leaving them alone for the day as they're is around 50+ people there so they should be fine without us. Several are healer casters and on top of soldiers you have Chimalma and several guard dogs so I am sure they will be more then fine at deterring most people.
Option one all the way. Especially since if we are able to use Aru then theoretically two of us can have 80ft move speeds. :)