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  #61  
Old Feb 22nd, 2014, 07:18 AM
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Sorry! I meant to get something up yesterday, but got snared by RL.

-------------

While I remember it, a note on travel in Pathfinder. You can absolutely reliably do a certain amount of miles per day, modified by terrain, extreme weather conditions, etc. And you basic speed is likely to be reduced by encumbrance, of course.

Your speed (naturally enough) determines how fast you can expect to move. Speed 20 lets you move at 2 miles per hour; 30 at 3 miles per hour; 40 at 4 mph, and so on.

You're presumed to spend 8 hours a day actually making meaningful progress; add in rest stops, a meal break or two, making and breaking camp, and any time for encounters and you end up with a pretty long working day. The default covered in a day is therefore 8 times the hourly rate.

You can push beyond that, making a DC 10 + (2 x number of extra hours marched) Constitution check (not Fortitude, just your Con modifier and any bonus from things like the Endurance Feat) at the end of every additional hour. Failure inflicts nonlethal damage and the fatigued condition. Mounts take lethal damage and fatigue if they fail the check. You can literally kill your mounts (and chariot-mules) if you push them too hard.

Of course, damage can be magically healed... and healing all the damage taken removes the fatigue - so clerics who can Channel-heal are of great benefit to groups undertaking forced marches.

Generally, this is going to be irrelevant (I'll assume that you're not going to try to knock yourselves out or kill your animals!)... but there might well be points in time when you really want to hurry cross-country. Or perhaps you all want to try to start your commission with a speed record, and reach Leveton's trading post in 3 days rather than the four or five Sochal told you to expect.

-------------

If Ulnar is riding his mule and Reggie is on his pony, the party should be able to sustain a speed of 30 (i.e. ~24 miles of progress each day) on any terrain that can also accommodate Thjorn's chariot. If people dismount, the short legs of the Grippli and Halfling will drop your speed to 20, as will an appreciable increase in encumbrance for any human walking on foot.

Of your walkers, Vole is already encumbered... but she cheats on Speed, thanks to the Travel domain, and can presently keep pace.

-------------

I'm about to write up a post taking you through several days of travel. There'll be a lot of travel in the game: if players would appreciate it, then an "On the Road" thread might make a great deal of sense, as a place for RP taking place in the time between major on-screen events and discoveries. It'd let you talk to each other, exchange stories, etc, without having to worry too much about slowing down the progress of the main storyline.
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Last edited by Outcast; Feb 22nd, 2014 at 07:23 AM.
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  #62  
Old Feb 22nd, 2014, 07:40 AM
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One of the bonuses to a chariot is it can carry things like backpacks for other people. Thjorn plans to take a road...main problem on these roads is likely to be bandits whi h is part of the job anyway hehe. Just sayin...
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  #63  
Old Feb 22nd, 2014, 09:55 AM
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The chariot should cope pretty well with open, solid ground, even in the absence of roads. It'll really struggle with very steep slopes, seriously rocky terrain, very wet ground (where the wheels'll get bogged down), or anything so constricted that you can't get the chariot through.

In general, it should definitely be an asset - it could even carry a wounded individual or a trussed-up prisoner, if need be. But for some explorations, it might make sense to unhitch the mules and use them as pack animals rather than chariot-pullers. Of course, Thjorn might well encourage a focus on open-country explorations so that he can keep his chariot as much as possible.
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  #64  
Old Feb 27th, 2014, 05:47 AM
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Hi, guys.

Sorry for disappearing for a couple of days: RL being a pain.

The world seems a bit more stable now, so I'll get back to work.

-----------------

Should we shift Ogamodyna's first-night pose to the On the Road thread, so that people can do campfire RP and respond to him? I'm a bit wary of trying to juggle two time-periods in the same thread.

What do people (especially Oga) think?
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Last edited by Outcast; Feb 27th, 2014 at 05:56 AM.
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  #65  
Old Feb 27th, 2014, 10:25 AM
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just skip over it lol. If people had wanted to engage there they had ample opportunity. Lets just assume everyone wants to get on with the show. You can shorten all the way to Og as well. It's familiar heh
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  #66  
Old Mar 1st, 2014, 05:27 AM
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I'm quite happy for campfire / travel-RP to take place at a different rate to the 'main story' stuff. I'm well aware that it can be very hard for character-exploration to take place in a format like this, and the comparative frequency of "hours pass..." in this game would seem to offer good opportunity for it.

So if anyone is interested, please do feel free to use the "On the Road" thread.
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  #67  
Old Mar 5th, 2014, 05:19 PM
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Quote:
Originally Posted by MundayKnight View Post
"Given the amount of time we have we should be able to hide an ogre if we have to, it is more about preventing them from having a chance of seeing us than being in the shadows somewhere."
... "Is that an ogre in your pocket, or are you just pleased to see me?"
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  #68  
Old Mar 6th, 2014, 01:35 AM
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  #69  
Old Mar 10th, 2014, 05:51 PM
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*grins*


...and sorry for disappearing. RL has been a pain. Catching up now!
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  #70  
Old Mar 16th, 2014, 04:04 AM
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In most cases, these stockade type outposts, whether in bronze age britain or the american west, had a catwalk of some sort all the way around the perimiter. And either directly above the gate or just to the side of it would be a platform from which people inside could see people on the OUTside without opening th gate. It is in just such a place that Thjorn plans to wait, though if he starts to snore someone should probably throw something to wake him. oversized barbarians tend to have oversized snoring.
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  #71  
Old Mar 20th, 2014, 06:56 PM
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Apologies for disappearing once more - RL really isn't playing overly nice at present.

My mother's back in hospital, so I have one again been distracted. The good news is that they think that they've identified the medical *bleep* that put her there (oddly enough, if you stack drugs with side-effects with other drugs with the exact same side-effect, the result might be an extreme version of that side-effect - who'd have guessed?), but my mind has not really been on the game.

Back with you ASAP.
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  #72  
Old Mar 20th, 2014, 07:04 PM
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Hasty response re. planning:


No catapults on those towers, however; pretend those aren't on the map.

Not a proper gatehouse / walkway above the gates, but you've got a parapet the rest of the way round, and corner towers. The towers themselves have stairs up from each adjacent bit of the parapet, as I think you should be able to see on the map. You can reach the parapet by ladders, which you could even draw up after you if you wanted - though men on horseback (or with pole-arms) could attack people standing on the parapet, and agile foes might scramble up.

It's a defensible position, especially against people attacking from outside, but not a heavy fortification. Still, it should certainly help a lot with your ambush.
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  #73  
Old Mar 20th, 2014, 07:10 PM
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No problem Outcast. Hope everything with your mother turns out okay.
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  #74  
Old Mar 20th, 2014, 10:40 PM
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been out of town and away from internet all week anyway hehe. Hope your mom does well. take your time and take care of family first.
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  #75  
Old Mar 28th, 2014, 02:47 PM
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Sincere apologies for disappearing so badly.

Mum's out of hospital and doing at least a little better; Dad's (identical) twin brother has been confirmed as terminally ill.

I've been ever so slightly distracted. :P

Doing a bit of GMing here should serve as a very welcome distraction from all that, as soon as I can manage to get my head back into the right sort of place for it.
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