The same here. That doesn't sound like a fun time. Maybe it is time for us to start have the Star Trek world of computing where we can just speak to the PC and it will do the typing for us.
OOC II
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It's hard to explain puns to kleptomaniacs because they always take things literally.
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Rest up and get better soon!
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Ouch! Definitely get well soon.
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- Ranger Knight
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Re: OOC II
...this very much falls in OOC discussion but...
I was just thinking about this in a home game I have the other day using Worlds Without Number. In it there is this quote:thirdkingdom wrote: ↑Thu Jun 24, 2021 5:48 pm ...If anyone has a warhorse that puts your party movement at 120' (24 miles per day) and riding horses put your movement at 240' (48 miles per day). Mounted archers and light cavalry are mounted on riding horses; medium and heavy cavalry are mounted on warhorses. Foot soldiers have a movement rate of 90' (18 miles per day).
I kind of wonder which of these feels more realistic to you guys. It's certainly simpler if there is just a flat speed per terrain regardless of whether the character is mounted but (probably because I've been trained by BX/OSE) I was certainly expecting the rates that TK has above.This rate of travel also assumes average walking or wagon speeds; horses can be used by their riders for quick bursts of speed to chase or avoid others, but don’t increase the average travel rate much.
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Not sure. Horses seem to be able to go longer without stopping, assuming they are not totally overloaded. So their pace might be as a walking person, but the day's travel might be longer.
Ardath has a warhorse. I'm okay with whatever is decided.
Ardath has a warhorse. I'm okay with whatever is decided.
- thirdkingdom
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Re: OOC II
A warhorse is basically the same speed as someone walking, with a riding horse being faster. I'm okay with that, especially since the way I've set up exploration speed (i.e. exploring a hex rather than traveling through it) it doesn't matter what your actual movement rate is.The_Wanderer wrote: ↑Thu Jun 24, 2021 8:02 pm ...this very much falls in OOC discussion but...
I was just thinking about this in a home game I have the other day using Worlds Without Number. In it there is this quote:thirdkingdom wrote: ↑Thu Jun 24, 2021 5:48 pm ...If anyone has a warhorse that puts your party movement at 120' (24 miles per day) and riding horses put your movement at 240' (48 miles per day). Mounted archers and light cavalry are mounted on riding horses; medium and heavy cavalry are mounted on warhorses. Foot soldiers have a movement rate of 90' (18 miles per day).
I kind of wonder which of these feels more realistic to you guys. It's certainly simpler if there is just a flat speed per terrain regardless of whether the character is mounted but (probably because I've been trained by BX/OSE) I was certainly expecting the rates that TK has above.This rate of travel also assumes average walking or wagon speeds; horses can be used by their riders for quick bursts of speed to chase or avoid others, but don’t increase the average travel rate much.
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I am fine with that.
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Have we come to a decision over what we are doing with those weapons?
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Moving the discussion of the mercs to this thread, the foot soldiers get paid at the beginning of the month or at the end? If they are already paid, I would keep them around until the end of the month, maybe assisting any caravans along the way. Otherwise, they can travel north with us and then head to Kimrid to see if there are any possible jobs. Unless the Baron feels he could use a bit of help with the orcs or other things that are causing issues with his people in Draea.
It's hard to explain puns to kleptomaniacs because they always take things literally.
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The only thing was that Gardo would possibly use the +2 dagger as a recruiting tool for a mage. Which I think I forgot to mention to Madame Fleur that I wanted her to try and find a possible candidate.
It's hard to explain puns to kleptomaniacs because they always take things literally.
- thirdkingdom
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Re: OOC II
They get paid at the beginning of each month, but since that occurred during the handwave period I'm fine with assuming you let them go without charge (cavalry, foot, and/or both).VonAlric wrote: ↑Fri Jun 25, 2021 1:48 pm Moving the discussion of the mercs to this thread, the foot soldiers get paid at the beginning of the month or at the end? If they are already paid, I would keep them around until the end of the month, maybe assisting any caravans along the way. Otherwise, they can travel north with us and then head to Kimrid to see if there are any possible jobs. Unless the Baron feels he could use a bit of help with the orcs or other things that are causing issues with his people in Draea.
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Gardo was going to keep the cavalry, they are just too useful and he likes drinking with those guys.
It's hard to explain puns to kleptomaniacs because they always take things literally.
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Are any of the fighter types seeking military leadership roles? Are there reasons not to keep the soldiers; as both rear guard protection if the party goes into a dungeon, and as an instrument of future will? For example, if anyone is thinking to set up a fortress or keep, having a body of long term and loyal warriors is a great start. If you're hob-knobbing with the Baron, having your own military force is a great way to get your nobility. He'd know you're a revenue generator, not cash sink.
Ardath is doing that spiritually, with listening and circulating. He's not preaching fire and brimstone, but making himself available and known. When he does decide to build a temple, people will already know him and will likely be willing to help.
Ardath is doing that spiritually, with listening and circulating. He's not preaching fire and brimstone, but making himself available and known. When he does decide to build a temple, people will already know him and will likely be willing to help.
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At the moment, it is the expense that is holding Gardo back a bit. Current funds would only last 4 months total along with his henchmen.
But, you have given me an idea about generating revenue.
TK - Are caravans currently going north/south between Alice/Draea/Kimrid? Having a group of soldiers that know the area could help make some coin. The road isn't safe just yet.
But, you have given me an idea about generating revenue.
TK - Are caravans currently going north/south between Alice/Draea/Kimrid? Having a group of soldiers that know the area could help make some coin. The road isn't safe just yet.
It's hard to explain puns to kleptomaniacs because they always take things literally.
- thirdkingdom
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Re: OOC II
If you guys are keeping the infantry as well that's fine; at this point I just need to know if they will be coming with you on the expedition, since they could potentially affect your movement rate.
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I don't have a problem with that? Any one else?
Does anyone have a problem with Newton taking the axe and one of the swords?
What about the suggestion that Ardath takes the other mastercraft sword? It's not as good as a real magical weapon but extra damage always helps.
- thirdkingdom
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Re: OOC II
I think you're safe to go as proposed.shaidar wrote: ↑Fri Jun 25, 2021 5:38 pmI don't have a problem with that? Any one else?
Does anyone have a problem with Newton taking the axe and one of the swords?
What about the suggestion that Ardath takes the other mastercraft sword? It's not as good as a real magical weapon but extra damage always helps.
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- Ranger Knight
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Re: OOC II
Fine by me. Young Mardan Cy needs to work his way up to having nice weapons.shaidar wrote: ↑Fri Jun 25, 2021 5:38 pmI don't have a problem with that? Any one else?
Does anyone have a problem with Newton taking the axe and one of the swords?
What about the suggestion that Ardath takes the other mastercraft sword? It's not as good as a real magical weapon but extra damage always helps.

Besides, something tells me that we'll find more!
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I added the mastercraft sword to Ardath's character sheet, and marked it as group property. If we get to it we can talk about buying it, or seeing what we have later.