Helix village.
Re: Helix village.
Orgoth
Orgoth goes to the most holy place for Cromm in the village/surrounding area. He kneels there with his silver spear laid across his thighs and prays for Cromms blessing on his favored weapon.
Following his prayer he etches a crown and mountain sign of Cromm into the wooden shaft just below the silver spear head. Staining it with his own blood.
He will repeat his prayers each day he is in the village.
Orgoth goes to the most holy place for Cromm in the village/surrounding area. He kneels there with his silver spear laid across his thighs and prays for Cromms blessing on his favored weapon.
Following his prayer he etches a crown and mountain sign of Cromm into the wooden shaft just below the silver spear head. Staining it with his own blood.
He will repeat his prayers each day he is in the village.
Re: Helix village.
The day before I had planned to start with Sigrid while the board I performing, I will collect Callen and we will look for Valeron.
Hopefully finding the elf we will ask to talk to him " We bring heavy news of you apprentice, having passed in the barrows. We bring his things and his bow. We have collected for a name plate, is there a family member or anyone else that needs to be informed. Anything we need to do for you.
Chris vs 14 [4d6]=19
not the best delivery it appears
Cosmo
Hopefully finding the elf we will ask to talk to him " We bring heavy news of you apprentice, having passed in the barrows. We bring his things and his bow. We have collected for a name plate, is there a family member or anyone else that needs to be informed. Anything we need to do for you.
Chris vs 14 [4d6]=19
not the best delivery it appears
Cosmo
Re: Helix village.
The House of Valeron
Cosmo visits the bowyer-ranger.
First encountered here:
https://www.unseenservant.us/forum/view ... 59#p552159
The elf is at home, recently back from his own ranging duties. He takes the news badly. You have no body and he is listed as 'missing, presumed dead'. Valeron tries to keep up the forlorn hope that he still yet survives but it is no more than that. He perhaps blames himself a little, as a master ranger, adept at secreting himself in the wilderness but not able apparently to teach such skills to his former student. In the madness of the encounter, many strange effects were felt, different upon each victim. All you know is of the bow, broken in twain and the quiver of arrows scattered around his last known location.
"His bow had a trait. The arrows ignited with divine blessing to be loosed and fly northwards. At least then he could find himself a way home."
You go into his courtyard where he takes a bow, igniting a fiery arrow and loosing the shaft inscribed with Traeliorn's name into the sky . The arrow whizzes high into the clouds, disappearing over the horizon towards the wilderness. You take a moment's silence in memory.
Valeron does not know of next of kin issues, "so many adventurers come and go each season.".
He thanks you for the information, gifting you in return with a freshly spun set of spider silk bandages. "May they help to facilitate a safe return."
+1 1st Aid Kit.
Cosmo visits the bowyer-ranger.
First encountered here:
https://www.unseenservant.us/forum/view ... 59#p552159
The elf is at home, recently back from his own ranging duties. He takes the news badly. You have no body and he is listed as 'missing, presumed dead'. Valeron tries to keep up the forlorn hope that he still yet survives but it is no more than that. He perhaps blames himself a little, as a master ranger, adept at secreting himself in the wilderness but not able apparently to teach such skills to his former student. In the madness of the encounter, many strange effects were felt, different upon each victim. All you know is of the bow, broken in twain and the quiver of arrows scattered around his last known location.
"His bow had a trait. The arrows ignited with divine blessing to be loosed and fly northwards. At least then he could find himself a way home."
You go into his courtyard where he takes a bow, igniting a fiery arrow and loosing the shaft inscribed with Traeliorn's name into the sky . The arrow whizzes high into the clouds, disappearing over the horizon towards the wilderness. You take a moment's silence in memory.
Valeron does not know of next of kin issues, "so many adventurers come and go each season.".
He thanks you for the information, gifting you in return with a freshly spun set of spider silk bandages. "May they help to facilitate a safe return."
+1 1st Aid Kit.
Re: Helix village.
I will let Callen say or do what he wants and heads with him to find who can make a memorial.
Thank you for your words and gift, appreciated
Callen would you like to pursue the square to get ideas for his memorial.
Cosmo
Thank you for your words and gift, appreciated
Callen would you like to pursue the square to get ideas for his memorial.
Cosmo
Re: Helix village.
Callen
"My condolences Valeron, Traeliorn was a truly admirable, brave, young man. You taught him well, you should be proud of him.
We're sorry we could not bring his body home but we were able to recover this.
Callen presents the broken bow of the Ranger to Valeron.
"We thought perhaps you might be able to repair it, if not to working order, at least for display. We meant use it in a memorial to Traeliorn, but of course you should be the one to keep it if you wish.
Is it possible for the bow to be made whole again?"
When their conversation is done. Callen will thank Valerion for his time and leave with Cosmo.
"Yes, that sounds like a fine idea. Let's see what the Square has to offer."
"My condolences Valeron, Traeliorn was a truly admirable, brave, young man. You taught him well, you should be proud of him.
We're sorry we could not bring his body home but we were able to recover this.
Callen presents the broken bow of the Ranger to Valeron.
"We thought perhaps you might be able to repair it, if not to working order, at least for display. We meant use it in a memorial to Traeliorn, but of course you should be the one to keep it if you wish.
Is it possible for the bow to be made whole again?"
When their conversation is done. Callen will thank Valerion for his time and leave with Cosmo.
"Yes, that sounds like a fine idea. Let's see what the Square has to offer."
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Helix village.
Vann Hector
Visits Turgen's Mercantile,
I will buy a 1st Aid Kit -25gp, collect my 'under the counter Artisan ware' -100gp and add some basic supplies such as oil flasks, torches, lantern, wedging spikes to close doors or fix ropes secure, candles, large sacks. -25gp.
Visits Turgen's Mercantile,
I will buy a 1st Aid Kit -25gp, collect my 'under the counter Artisan ware' -100gp and add some basic supplies such as oil flasks, torches, lantern, wedging spikes to close doors or fix ropes secure, candles, large sacks. -25gp.
Re: Helix village.
Valeron can recraft the bow, fixing additional bracers and via the use of a Mending spell, weld the broken pieces into one again. Add in some spider silk enhanced threads, embossed iron tips and a name plate; "As good as new to use or to hang in a memorial.""We thought perhaps you might be able to repair it, if not to working order, at least for display. We meant use it in a memorial to Traeliorn, but of course you should be the one to keep it if you wish.
Is it possible for the bow to be made whole again?"
A new bow retails at +50% to PHB book price, so around 90gp. Callen & Cosmo, offered 50gp each to craft a tribute. So you can complete this, gaining +50xp each for the tribute. Where would you seek to display it? Leave it with Valeron, the tavern, the Adventurers Guild? Or give to Decimus the militia captain to bestow upon the best archer cadet?
Re: Helix village.
"I feel Valeron knew him best, but if we hang it somewhere, there a chance someone would want it. Present it Decimus would be my choice, Valeron?Spearmint wrote: ↑Tue Aug 01, 2023 1:21 pm A new bow retails at +50% to PHB book price, so around 90gp. Callen & Cosmo, offered 50gp each to craft a tribute. So you can complete this, gaining +50xp each for the tribute. Where would you seek to display it? Leave it with Valeron, the tavern, the Adventurers Guild? Or give to Decimus the militia captain to bestow upon the best archer cadet?
Cosmo
Re: Helix village.
Callen
"I'll leave it to you to decide Valeron."
"I'll leave it to you to decide Valeron."
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Helix village.
House of Valeron
Valeron, nods. "I knew him best of most except those who travelled with him. He arrived in Helix at the time of the hospice blaze, running inside to rescue patients and fought against the Orphidian threat on the Moor. Helped your own obligations in the mound and rallied quick to help the dwarves. His selfless nature and service will be missed.
I will gift the bow as a heirloom to my next ranger apprentice that they may walk too in such ways, perhaps that would be a good legacy to leave."
The bowyer offers a solution, using the refurbished bow in Tribute and remembrance on behalf of Cosmo & Callan.
I will add a note in the Tributes thread.
Valeron, nods. "I knew him best of most except those who travelled with him. He arrived in Helix at the time of the hospice blaze, running inside to rescue patients and fought against the Orphidian threat on the Moor. Helped your own obligations in the mound and rallied quick to help the dwarves. His selfless nature and service will be missed.
I will gift the bow as a heirloom to my next ranger apprentice that they may walk too in such ways, perhaps that would be a good legacy to leave."
The bowyer offers a solution, using the refurbished bow in Tribute and remembrance on behalf of Cosmo & Callan.
I will add a note in the Tributes thread.
Re: Helix village.
I pay the ranger.
" Excellent choice, thank you sir,"
- 50 gold
Cosmo
" Excellent choice, thank you sir,"
- 50 gold
Cosmo
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Re: Helix village.
Turgen's Trade Goods
July 9thish
Sven seeks out Cirwyr Turgen to discuss further business.
“Greetings partner. I am looking to bring a wagon and a beast of burden along with us on our next excursion into the mists. I figured you were the person who knew exactly what works best out there in the muck. Shorter wheel base? Wider wheels? Constructed with lighter weight materials?”
“If we can secure the proper vehicle, and the best animal to pull it through the marsh, we will be purchasing even more supplies to bring along with us.”
July 9thish
Sven seeks out Cirwyr Turgen to discuss further business.
“Greetings partner. I am looking to bring a wagon and a beast of burden along with us on our next excursion into the mists. I figured you were the person who knew exactly what works best out there in the muck. Shorter wheel base? Wider wheels? Constructed with lighter weight materials?”
“If we can secure the proper vehicle, and the best animal to pull it through the marsh, we will be purchasing even more supplies to bring along with us.”
Re: Helix village.
Callen
"May it serve it's Master well. Take care Sir."
Callen hands over 50gp in payment.
-50gp
Callen will stop by the Trade Goods store to purchase a weeks worth of standard rations as well. -3gp
"May it serve it's Master well. Take care Sir."
Callen hands over 50gp in payment.
-50gp
Callen will stop by the Trade Goods store to purchase a weeks worth of standard rations as well. -3gp
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Helix village.
Turgen's Mercantile.
Sven calls in on the merchant, inquiring regarding best cross country wilderness cargo hauling.
"I am looking to bring a wagon and a beast of burden along with us on our next excursion ..."
Cirwyr rubs his chin, scribbling some notes, comparing the positive and negatives between a heavy wagon over a lighter cart. He pings a raven to the neighbouring warehouse and Agrippo arrives, the foreman of the Silver Standard. He probably has a bit more hands-on expertise
"Both vary widely, but the basic answer is that a wagon is bigger than a cart.
A cart in general weighs 200 lbs, and is designed to be pulled by one animal. If your animal is a mule, it has a strength of 14 'horsepower' and a carrying capacity of 420 lbs, and thus a pulling capacity of 5x that, or 2100 lbs. Minus the weight of the cart, that leaves 1900 lbs of load. If you get a full-on draft horse, its strength is 18 horsepower, so carrying capacity of 540 lbs, pulling capacity of 2700 lbs — cart plus 2500 lbs, if the cart is built strongly enough.
A wagon in general is about twice the size of a cart. It weighs 400 lbs, and is designed to be pulled by two animals. So the numbers double exactly: If your animals are mules, they each have a strength of 14 horsepower and a carrying capacity of 420 lbs, and thus a pulling capacity of 5x that, or 2100 lbs each, 4200 lbs total. Minus the weight of the wagon, that leaves 3800 lbs of load. If you get full-on draft horses, their strength is 18 horsepower, so carrying capacity of 540 lbs, pulling capacity of 2700 lbs each — wagon plus 5000 lbs, if the wagon is built strongly enough."
He charts some generally accepted cargo values.
"Of course the wilderness, in particular a boggy and much furrowed Moor compares very different trekking to the flat-track, mud and pebble trade routes.
Halves the speed, to a walking pace. Many stoppages if overloaded, but a sturdier wagon has less opportunity to breakdown. I usually find my wagons run on a 15% breakdown just to get to Ironguard, so I would double that to get to the Mounds."
"A simple but rugged cart with spare wheel and axle will set you back seventy-five gold.
The flatbed wagon double that, a 'schooner' type canvas covered ox-drawn or draft horse pulled, three times that but primed against inclement weather and wood or bog rot. You can add in additional tools to jack up the wagon, straw matting to line over boggy patches, fire proof bitumen sealant. Customised suspension springs, standard twelve spoke wheels, all the same size for wilderness as you need less sharp turns at speed. Or low cut racing chariot sports. Even get a two speed gear box under the wagon to lessen grind and wear and tear on the axle mounts."
He points out a few examples in the Silver Standard yard.
"You could instead run a dog sled behind that wolf of yours. I have one we use for the Winterfell season and scuttling around the village with kids gifts. Carry around three hundred pounds give or take. Some folk take wheeled barrows or build travois to drag behind. Human pack mules on basic pay from Osen's dregs."
Gerdal has a mule that could pull a cart. A mule will even enter barrows with a little coaxing. At this stage, a cart (mule drawn) or flatbed (team of horses or a draft horse) look the most viable options.
Sven calls in on the merchant, inquiring regarding best cross country wilderness cargo hauling.
"I am looking to bring a wagon and a beast of burden along with us on our next excursion ..."
Cirwyr rubs his chin, scribbling some notes, comparing the positive and negatives between a heavy wagon over a lighter cart. He pings a raven to the neighbouring warehouse and Agrippo arrives, the foreman of the Silver Standard. He probably has a bit more hands-on expertise
"Both vary widely, but the basic answer is that a wagon is bigger than a cart.
A cart in general weighs 200 lbs, and is designed to be pulled by one animal. If your animal is a mule, it has a strength of 14 'horsepower' and a carrying capacity of 420 lbs, and thus a pulling capacity of 5x that, or 2100 lbs. Minus the weight of the cart, that leaves 1900 lbs of load. If you get a full-on draft horse, its strength is 18 horsepower, so carrying capacity of 540 lbs, pulling capacity of 2700 lbs — cart plus 2500 lbs, if the cart is built strongly enough.
A wagon in general is about twice the size of a cart. It weighs 400 lbs, and is designed to be pulled by two animals. So the numbers double exactly: If your animals are mules, they each have a strength of 14 horsepower and a carrying capacity of 420 lbs, and thus a pulling capacity of 5x that, or 2100 lbs each, 4200 lbs total. Minus the weight of the wagon, that leaves 3800 lbs of load. If you get full-on draft horses, their strength is 18 horsepower, so carrying capacity of 540 lbs, pulling capacity of 2700 lbs each — wagon plus 5000 lbs, if the wagon is built strongly enough."
He charts some generally accepted cargo values.
"Of course the wilderness, in particular a boggy and much furrowed Moor compares very different trekking to the flat-track, mud and pebble trade routes.
Halves the speed, to a walking pace. Many stoppages if overloaded, but a sturdier wagon has less opportunity to breakdown. I usually find my wagons run on a 15% breakdown just to get to Ironguard, so I would double that to get to the Mounds."
"A simple but rugged cart with spare wheel and axle will set you back seventy-five gold.
The flatbed wagon double that, a 'schooner' type canvas covered ox-drawn or draft horse pulled, three times that but primed against inclement weather and wood or bog rot. You can add in additional tools to jack up the wagon, straw matting to line over boggy patches, fire proof bitumen sealant. Customised suspension springs, standard twelve spoke wheels, all the same size for wilderness as you need less sharp turns at speed. Or low cut racing chariot sports. Even get a two speed gear box under the wagon to lessen grind and wear and tear on the axle mounts."
He points out a few examples in the Silver Standard yard.
"You could instead run a dog sled behind that wolf of yours. I have one we use for the Winterfell season and scuttling around the village with kids gifts. Carry around three hundred pounds give or take. Some folk take wheeled barrows or build travois to drag behind. Human pack mules on basic pay from Osen's dregs."
Gerdal has a mule that could pull a cart. A mule will even enter barrows with a little coaxing. At this stage, a cart (mule drawn) or flatbed (team of horses or a draft horse) look the most viable options.
Re: Helix village.
Turgen's Mercantile.
Orgoth
"From what I have seen when working as a caravan guard, wagons and carts are a major pain in muddy conditions. Sledges with just about any animal pulling works better but the runners need to be replaced more often when you are not running on snow. Sometimes even daily."
I have seen sledges do some impressive work here drawn by horses for maple sugaring the traditional way. Sap is heavy and they move a lot, even with no snow on the ground. Floats across even mud.
Orgoth
"From what I have seen when working as a caravan guard, wagons and carts are a major pain in muddy conditions. Sledges with just about any animal pulling works better but the runners need to be replaced more often when you are not running on snow. Sometimes even daily."
I have seen sledges do some impressive work here drawn by horses for maple sugaring the traditional way. Sap is heavy and they move a lot, even with no snow on the ground. Floats across even mud.
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Re: Helix village.
Sven is a little startled once Orgoth starts talking.
“Oh, hey. I didn't know you were here.”
“Sledges you say? Hmmmmmmmmm. I bet that would be better out in the marsh than a wheeled cart.”
“What do you know of them, Agrippo? Are they oft used around these parts? Do you have any in stock? Or could we construct one of our own somehow?”
I forgot about Orgoth’s background. He would know far more about this than Sven.
“Oh, hey. I didn't know you were here.”

“Sledges you say? Hmmmmmmmmm. I bet that would be better out in the marsh than a wheeled cart.”
“What do you know of them, Agrippo? Are they oft used around these parts? Do you have any in stock? Or could we construct one of our own somehow?”
I forgot about Orgoth’s background. He would know far more about this than Sven.
Re: Helix village.
Turgen's Mercantile
Enquiring in regard to transport of cargo, you can discuss what is practical, most efficient, sturdiest.
You can try to construct some cargo sleds. But it will take time that you might not have, (a job for Nameless crew?) and probably needs a skill check success to balance against durability.
Sleds pulled by a team of dogs need trained animals and an 'animal handling' skill. A mule probably just needs a carrot on a stick. Torchbearers could drag their body weight on a small sled. You probably need a rigid pole rig and harness set up to keep a straighter line.
Here are a couple of examples of wilderness suitable types:
[img ][/img]

Obviously one is cheaper, functional, can be single hauled and used as a stretcher. The other sturdier, needs horsepower rather than torchbearer.
Enquiring in regard to transport of cargo, you can discuss what is practical, most efficient, sturdiest.
You can try to construct some cargo sleds. But it will take time that you might not have, (a job for Nameless crew?) and probably needs a skill check success to balance against durability.
Sleds pulled by a team of dogs need trained animals and an 'animal handling' skill. A mule probably just needs a carrot on a stick. Torchbearers could drag their body weight on a small sled. You probably need a rigid pole rig and harness set up to keep a straighter line.
Here are a couple of examples of wilderness suitable types:
[img ][/img]

Obviously one is cheaper, functional, can be single hauled and used as a stretcher. The other sturdier, needs horsepower rather than torchbearer.
- Attachments
-
- Basic cargo sled
- BYLOT-4537.jpg (94.96 KiB) Viewed 3639 times
Re: Helix village.
But throwing a spanner into discussions: A good old mule caravan looks like this:
Which looks so less complicated. Gerdal has one mule, Vann actually owns a horse. Could he trade it for a mule? Then you just buy side crates and away you go.

Which looks so less complicated. Gerdal has one mule, Vann actually owns a horse. Could he trade it for a mule? Then you just buy side crates and away you go.

- Attachments
-
- Mule train
- muli-734_1280-1024x768.jpg (176.97 KiB) Viewed 3638 times
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Re: Helix village.
That just seems like feeding the monsters. 
