OOC I
- zebediah
- Ranger Knight
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Re: OOC
Same for me, we can take this ooc.Finglas wrote:Bregalad the elfthirdkingdom wrote:I know there will be some gear and/or mounts to purchase. Assume that everything in the book (with the exception of red powder firearms, that is) is available in Threshold at the listed price. We can either role-play the purchasing of equipment or just handwave it, whatever you guys prefer.
After receiving and splitting the reward, I'd prefer it if we could handwave the purchase of equipment and supplies. I assume we have time to do this before heading back to the caves.
Just one point: before heading to the caves again it might be interesting to visit the wizard's guild to identify any magical items we have.
The spellcasters should also consider whether we want to exchange spells. I was thinking of trying to get Drudsa charm person as his next spell, which I think none of us currently has, but we can also consider which new spells could be of more benefit to the team (so, for example, if someone else wants to go for charm Drudsa would try to learn something different).
Re: OOC
Bregalad would love to accompany Drudsa to the magic-users guild, and thinks the exchange of spells amongst the spell casters is a great idea.
The elf has a predilection for the less common and utilitarian spells. His next choice a spell to research was going to be Read Languages or Ventriloquism, but he can be convinced to research something else.
The elf has a predilection for the less common and utilitarian spells. His next choice a spell to research was going to be Read Languages or Ventriloquism, but he can be convinced to research something else.
Re: OOC
Tratiln will also go and help research spells. He'll probably go for Shield
- zebediah
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Re: OOC
I was looking at the transport equipment and animals in Dark Dungeons:
A cart and 2 horses would cost less than 200 gp, but if we get lucky and find a lot of treasure we might not be able to carry it all in one trip.
There is also the possibility of a cart with 4 ponies, which provides a much better travelling speed for 240gp.
What do you guys think? I am more inclined for the wagon + 2 horses as that would probably allow us all to travel within the wagon if we don't want to buy extra mounts.
If we want to have a great carrying capacity I think we should pick a 2 horse wagon (I don't think we'll need more than 15k cn capacity) which would cost us 280gp (perhaps a bit more, not sure if harness is included with the wagon cost).Item Carrying Capacity Cost
Cart (1 horse or 2 mules/ponies) 4,000cn 100gp
Cart (2 horses or 4 mules/ponies) 8,000cn 100gp
Wagon (2 horses) 15,000cn 200gp
Wagon (4 horses) 25,000cn 200gp
Horse (Draft), Speed 30’/rnd, 40gp
Mule, Speed 40’/rnd, 30gp
Pony, Speed 70’/rnd, 35gp
A cart and 2 horses would cost less than 200 gp, but if we get lucky and find a lot of treasure we might not be able to carry it all in one trip.
There is also the possibility of a cart with 4 ponies, which provides a much better travelling speed for 240gp.
What do you guys think? I am more inclined for the wagon + 2 horses as that would probably allow us all to travel within the wagon if we don't want to buy extra mounts.
- thirdkingdom
- Rider of Rohan
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Re: OOC
Now, keep in mind that between the visit with Father Varis, purchasing of mules/horses, and the trip to the cave and back that is pretty much another whole day. I'm cool with letting the treasure sit for a day unmolested, but if you guys leave it for too long I will start making random checks. I still need to switch the map out, but Myraal's tower is, on the current map, in roughly hex 22.20. So, Myraal's is to the northeast while the caves are in the west.
As to the carrying capacity of carts, go ahead and double that amount. While pulling a cart or wagon animals cannot carry any weight themselves. However, two mules can carry a combined 6000 can by themselves, but only 4000 if both are pulling a cart. I think it makes sense to go ahead and double the amount of weight a cart can carry to 8000 cn.
As to the carrying capacity of carts, go ahead and double that amount. While pulling a cart or wagon animals cannot carry any weight themselves. However, two mules can carry a combined 6000 can by themselves, but only 4000 if both are pulling a cart. I think it makes sense to go ahead and double the amount of weight a cart can carry to 8000 cn.
- zebediah
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Re: OOC
Right, so I guess we can leave the arcane stuff for later when we have secured the treasure.thirdkingdom wrote:Now, keep in mind that between the visit with Father Varis, purchasing of mules/horses, and the trip to the cave and back that is pretty much another whole day. I'm cool with letting the treasure sit for a day unmolested, but if you guys leave it for too long I will start making random checks. I still need to switch the map out, but Myraal's tower is, on the current map, in roughly hex 22.20. So, Myraal's is to the northeast while the caves are in the west.
- thirdkingdom
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Re: OOC
Alright, so I have updated the hexmap of the area around Threshold. Myraal's Tower is in hex 23.19 and the caves and are in hex 16.18. The ruin in hex 18.17 is Castle Mistamere, a fairly well-know ruined castle.
- zebediah
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Re: OOC
Here's what Drudsa will propose to the group:
We buy a wagon, 2 horses and a few flasks of oil with the gold from the reward.
Split the remaining gold and each of the characters buys individual equipment as desired.
Leave back to the caves, secure the treasure.
When arriving there we can decide if we bring the spoils back immediatelly or if we should first do another trip inside the caves (maybe to take on the troll or to check if Elwyn's men are already there.
Does the above look reasonable?
We buy a wagon, 2 horses and a few flasks of oil with the gold from the reward.
Split the remaining gold and each of the characters buys individual equipment as desired.
Leave back to the caves, secure the treasure.
When arriving there we can decide if we bring the spoils back immediatelly or if we should first do another trip inside the caves (maybe to take on the troll or to check if Elwyn's men are already there.
Does the above look reasonable?
Re: OOC
I agree 100% with all of the above.zebediah wrote:Here's what Drudsa will propose to the group:
We buy a wagon, 2 horses and a few flasks of oil with the gold from the reward.
Split the remaining gold and each of the characters buys individual equipment as desired.
Leave back to the caves, secure the treasure.
When arriving there we can decide if we bring the spoils back immediatelly or if we should first do another trip inside the caves (maybe to take on the troll or to check if Elwyn's men are already there.
Does the above look reasonable?
wagon (200gp) + 2 draft horses (80gp) + 10 oil flasks (20gp) = 300gp total group expenses
700gp remaining for the party to split = 77gp per party member
If buying new armor/weapons, I assume PCs could get something back by turning in their old armor/weapons?
Lanny - Level 3 Elf - In Search of Adventure
Re: OOC
Would it make sense to hire a guard and/or driver for the mules, to keep an eye on them while we are in the caves?
So things we should consider stocking up on:
Rope (as we used some to tie up the captives)
Torches (we did go through a few)
Rations
Sacks
Tratiln will also pick up a throwing hammer. Have at least something to huck at giant snakes.
So things we should consider stocking up on:
Rope (as we used some to tie up the captives)
Torches (we did go through a few)
Rations
Sacks
Tratiln will also pick up a throwing hammer. Have at least something to huck at giant snakes.
Re: OOC
A couple retainers to watch over the mules and cart would be a good idea. We can really take them with us into the dungeon.
or actually, we could unhitch one mule and take it with us to help carry loot out maybe.
or actually, we could unhitch one mule and take it with us to help carry loot out maybe.
- zebediah
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Re: OOC
Looks great. Plate armor costs 60 (on the book) so it seems the warrior types should be able to upgrade their armor now. If anyone lacks coin Drudsa can lend from his share and compensate later when we get the remaining treasure.frobozz wrote: I agree 100% with all of the above.
wagon (200gp) + 2 draft horses (80gp) + 10 oil flasks (20gp) = 300gp total group expenses
700gp remaining for the party to split = 77gp per party member
If buying new armor/weapons, I assume PCs could get something back by turning in their old armor/weapons?
Thirdkingdom has mentioned that he would normally not mess with pack animals and stuff left outside dungeons (please correct me if I got this wrong DM) so I don't think we would need guards or drivers for that purposes at this stage in our journeys. As for hiring some extra armsmen, I guess that's always advisable if we have enough coin.Bouv wrote:Would it make sense to hire a guard and/or driver for the mules, to keep an eye on them while we are in the caves?
So things we should consider stocking up on:
Rope (as we used some to tie up the captives)
Torches (we did go through a few)
Rations
Sacks
As for rope, torches, etc, I think we can buy that individually as those are items the characters would be carrying into the caves.
BTW, Drudsa has a lantern. Torches are still helpful to have but I suggest that we use his lantern when exploring (I believe it gives more light than a torch).
- zebediah
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Re: OOC
zebediah wrote:Here's what Drudsa will propose to the group:
We buy a wagon, 2 horses and a few flasks of oil with the gold from the reward.
frobozz wrote: wagon (200gp) + 2 draft horses (80gp) + 10 oil flasks (20gp) = 300gp total group expenses
Bouv wrote:Would it make sense to hire a guard and/or driver for the mules, to keep an eye on them while we are in the caves?
Cart + mules or wagon + horses?Dogma wrote:A couple retainers to watch over the mules and cart would be a good idea.
Remember, the stuff contained in the chest there is already on the limit of what a cart can handle (8000 cn). If we go for the wagon mules won't do, we'll need horses.
Re: OOC
That's right we should be able to get away without a guard. And the other stuff I meant as individuals.
Re: OOC
I'm good with group expenditures for wagons and guards
- thirdkingdom
- Rider of Rohan
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Re: OOC
Lot of stuff to respond to. Hope I don't miss anything. Torches and lanterns cast the same amount of light, but a torch only burns for one hour (6 turns) and a lantern for 4 (24 turns).
Plate armor can be purchased, but I am going to go ahead and say that it requires one day to fit. So, it can be paid for and ordered now, but will not be ready until the following morning (the 4th).
My view on mounts/carts/etc. is as follows. As long as you guys make a reasonable effort IC to hide/secure such things I will not deliberately fuck with them. That being said, if you leave mounts tethered outside I will be making random encounter checks every twelve hours. You can hire porters/drivers if desired, but I will say that it is potentially more dangerous to leave thousands of coins under the care of a couple of dudes you just hired on the street for a couple gold a month than it would to leave the gold hidden while you explore. Henchmen you wouldn't need to worry about their loyalty so much, as long as they're treated properly, but I gotta say that is a lot of temptation for your basic hirelings.
Another thing about cart/wagon. So, if you look at the updated map you will see the road northwest is represented by a dashed line. This is essentially a wagon trail serving the few farms and freeholders in the area. Nothing too fancy or maintained. Leaving the wagon trail to get to the caves is by more like a game/sheep trail. A cart is much better suited to this kind of travel. A wagon can make it, but at a reduced move rate. Just saying.
Plate armor can be purchased, but I am going to go ahead and say that it requires one day to fit. So, it can be paid for and ordered now, but will not be ready until the following morning (the 4th).
My view on mounts/carts/etc. is as follows. As long as you guys make a reasonable effort IC to hide/secure such things I will not deliberately fuck with them. That being said, if you leave mounts tethered outside I will be making random encounter checks every twelve hours. You can hire porters/drivers if desired, but I will say that it is potentially more dangerous to leave thousands of coins under the care of a couple of dudes you just hired on the street for a couple gold a month than it would to leave the gold hidden while you explore. Henchmen you wouldn't need to worry about their loyalty so much, as long as they're treated properly, but I gotta say that is a lot of temptation for your basic hirelings.
Another thing about cart/wagon. So, if you look at the updated map you will see the road northwest is represented by a dashed line. This is essentially a wagon trail serving the few farms and freeholders in the area. Nothing too fancy or maintained. Leaving the wagon trail to get to the caves is by more like a game/sheep trail. A cart is much better suited to this kind of travel. A wagon can make it, but at a reduced move rate. Just saying.
- zebediah
- Ranger Knight
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Re: OOC
Thanks for the clarifications TK!thirdkingdom wrote: Another thing about cart/wagon. So, if you look at the updated map you will see the road northwest is represented by a dashed line. This is essentially a wagon trail serving the few farms and freeholders in the area. Nothing too fancy or maintained. Leaving the wagon trail to get to the caves is by more like a game/sheep trail. A cart is much better suited to this kind of travel. A wagon can make it, but at a reduced move rate. Just saying.
In light of the above I think we're better off with a cart + 2 mules. I will buy a pony for Drudsa, so we'll have some extra carrying capacity in case the cart is not sufficient.
Re: OOC
Bregalad the elf will agree to any plan for purchasing transport equipment and animals. He is also willing to share his portion of the reward to help others obtain plate mail (minus the part he uses to get more rations and supplies).
Bregalad won't be as uptight in battle when Ox, Marodin, Tratiln, and Lanny have full protection! And we will have a better chance of protecting the magic-user and thieves.
Bregalad won't be as uptight in battle when Ox, Marodin, Tratiln, and Lanny have full protection! And we will have a better chance of protecting the magic-user and thieves.