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  • File : 1268468629.jpg-(23 KB, 200x150, BA2adder.jpg)
    23 KB Lord Quest XV - I'm baaaack! Quest Lord !!7ls3wo7NoED 03/13/10(Sat)03:23 No.8558388  
    Ok guys. A life of party and distractions has kept me busy for the past while, but things are finally slowing down here at college, so it's time to get this show on the road again.

    A quick sum up of recent events.
    "You went to a temple, found a troll priest, and came back with a bunch of new peasants to be."

    A more precise take on the events can be found here:

    Going to start the new month to kick things off.

    Last month's gold 18.618
    Gold Incoming 2.321
    Gold Outgoing 5.85
    Gold Profits -3.529
    Total Gold 15.089
    Debt 0
    > Smyatt's note: We're losing money m'lord. We might want to look into either making more or cutting our expenditures somehow.

    Last months lumber 34.66
    Lumber Cut 60
    Lumber Used 50.13333333
    Lumber Created 9.866666667
    Lumber Stockpile 44.52666667
    Max Stockpile 200
    Stockpile Spare 155.4733333

    Last months food 40
    Food Grown 30
    Food Hunted 20.8
    Food Eaten 29.4
    Food Brewed 3
    Excess Food 18.4
    Excess Stored 0
    Excess Wasted 18.4
    Food Stockpile 40
    Max Food 200
    Stockpile Spare 160

    Last month's skins 1.6
    Skins Gathered 20.8
    Skins Used 20
    Skins Created 0.8
    Skins Stockpile 2.4
    Max Skin Stockpile 300
    Stockpile Spare 297.6

    Last month's Leather 40
    Leather Created 20
    Leather Used 0
    New Leather 20
    Leather Stockpile 60
    Max Leather Stock 200
    Stockpile Spare 140

    Last month 6
    Ale Brewed 3
    Ale Drunk 0
    Ale Created 3
    Ale Stockpile 9
    Max Stockpile 200
    Stockpile Spare 191
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)03:24 No.8558401
    Last Month's peat 0
    Peat incoming 16.9
    Peat used 0
    Fraction stored 0
    Peat Stored 0
    Peat Stockpile 0
    Max Stockpile 0
    Sold (%) 100
    Peat sold 16.9
    Peat Price (gold) 0.09
    Profit made 1.521

    Last Month 20
    Bog Iron incoming 13
    Bog Iron used 0
    Fraction stored 0
    Amount Stored 13
    Stockpile 20
    Max Stockpile 20
    Sold (%) 0
    Sold 0
    Price (gold) 0.1
    Profit made 0

    Last month 58.7
    Stone Quarried 3
    Stone Used 0
    Stone Gained 3
    Stone Stockpile 61.7
    Max Stone 1000
    Stockpile Spare 938.3

    Last month 0
    Silver panned 8
    Silver used
    Silver gained 0
    Silver stockpike 0
    Max Silver stockpile 5000
    Stockpile Spare 5000
    Sold (%) 100
    Sold (amount) 8
    Silver Price 0.1
    Profit made 0.8
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)03:29 No.8558447
    POPULACE 147
    Workers 112
    Total Work 255.4
    Total Combat Total 101.8
    Soldiers 14
    Soldiers Combat Total 25.45
    Milita on duty 2
    Milita Combat Total 1.04
    Craftsmen 7

    Indentured Criminals 0
    Average Work Level 2
    Advisors 11
    Growth 5
    In addition to the 13 you brought back, 4 new local lads have come of age, and one immigrant arrived.
    Deaths 2
    One of old age, the other from marsh fever.
    >> Anonymous 03/13/10(Sat)03:34 No.8558482
    Damnit man; >Excess Wasted 18.4
    that is not acceptable.
    Get a pleb or something to go sell that off or feed them a bit more or get those brewing bastards to make better ale with it. THEN send out plebs to sell THAT. Damnit!
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)03:37 No.8558525
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    >Smyatt's Summing up:
    >We're losing money m'lord. Also, the builders have finished the turnip cellar, and need a new project. What would you have them build? And where? Attached is a map of your lands.
    >> Anonymous 03/13/10(Sat)03:38 No.8558536
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)03:39 No.8558543
    Well, with the completion of the Turnip Cellar you can now store your excess root vegetables not, so now that won't happen.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)03:53 No.8558702
    Whatever you can think of that your peasants can build.

    Previous threads have mentioned wells, you could build another watchtower, upgrade the palisades around your village, expand any building you have, maybe build more homes, etc.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:05 No.8558843
    Goat Herding 2 Goats Tended 4 Goats Escape 0
    Cattle Heading 1 Cattle Tended 10 Cattle Escape 0
    FARMING 50
    Turnip Farming 30
    Rice Farming 20
    Potato Farming 5
    Carrot Farming 5
    Gathering Wood 6
    Quarrying Stone 15 Work Done 3 Ropes 0 Rope Bonus 0
    Criminal Bonus 0
    Brewing 3
    Basic Peasant Militia 0
    OTHER 2
    Renovating Town 2 Carpenters bonus 0 Renovations total 2

    Turnip Cellar 58 Rate 2.2 Draught 4 Carts 0 Ropes 3
    Total Done Last month 304.6 Progress/Month 150.4 Total Done 455 Total Remaining DONE! Rope Bonus 14
    Total 300 Lumber Used 50.13333333 Stone Used 0

    Unassigned Hunters 0
    Hunting 8
    Searching Forest 0
    Manhunters 2

    Unassigned Carpenters 0
    Decent Furniture 0
    Helping Build 0
    Renovating Village 0
    Renovating Keep 3 Rooms/month 2

    MINERS 4
    Unassigned Miners 0
    Panning River (Silver) 4 Silver Panned 8

    Digging Mine 0 Rate 5 Draught 0 Carts 0 Ropes 0
    Total 100 Progress/Month 0 Total Done Total Remaining 100 Rope Bonus 0
    Lumber Used 0 Stone Used

    Gathering Peat 10 Peat Gathered 16.9
    Carts 3
    Gathering Bog Iron 10 Bog Iron Gathered 13 Peat Price (gold) 0.1 Profit made 1.3
    Carts 0

    Tanning for storage 4 Skins tanned 20

    >15 New peasants to assign.
    >> Anonymous 03/13/10(Sat)04:18 No.8558988
    Welome back QL thought this had died.

    Assign 10 peasants to silver panning, 3 to rennovations, and the remainder to the militia.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:21 No.8559035
    I've just been *busy*, by which I mean very drunk.

    You only have 4 miners, all of which are panning. They can only take on an apprentice each month, so you can add up to 4 this month. Basically you can't more then double any specialised workforce. 4 new panners, want the 6 to join the other 2 in the millitary?
    >> Anonymous 03/13/10(Sat)04:23 No.8559051
    rolled 4 = 4

    Rolling for the random event.
    >> Anonymous 03/13/10(Sat)04:23 No.8559061
    The remaining six should be put to work on trimming that forest.
    >> Anonymous 03/13/10(Sat)04:25 No.8559082
    agreed, can always use more space for say, crops, or whatevers useful
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:25 No.8559085
    oooh! forgot about this. Nothing happens this month.

    Want to roll alchemy for the month as well?
    Also, don't forget your +1 ring of luck and your +2 ring of INSPIRATIONAL LEADERSHIP.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:26 No.8559098
    space won't be an issue yet or for a long time. but sure, 6 on wood gathering.
    >> Anonymous 03/13/10(Sat)04:26 No.8559111
    How about we split the excess into the militia and building crew.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:28 No.8559135
    Reminder: New building?
    >> Anonymous 03/13/10(Sat)04:29 No.8559137
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    Holy shit LQ IS BAAAACK!!!
    >> Anonymous 03/13/10(Sat)04:29 No.8559142
    We first need something to build before we can justify adding more labour to the construction teams.
    >> Anonymous 03/13/10(Sat)04:32 No.8559185
    Trust me, the labor force is justified. Build projects usually take multiple months even with our rather large amount peasants working on them. I say we work on getting the wells completed as they allow for better farming, safety in case of any more attempted arson attempts, and better quality of life for our peasants.
    >> Anonymous 03/13/10(Sat)04:32 No.8559190
    Hooray! Lurker #33 here, I was going to put out a call to see where you went in a couple days, but now I can just watch you! Welcome back, my Lord!
    >> Anonymous 03/13/10(Sat)04:34 No.8559200
    Good enough for me, 3to tree cutting, 3 to building; Build some wells.
    some seasoned fa/tg/uy roll for alchemy.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:36 No.8559227
    Repostin Alchemy Rules:

    These will take a week (-1 from your roll for the month, can stack) or a month for a slow test (+5 on the alchemy roll).

    You can experiment to increase your skill the hard way, or can do any alchemists tasks you learn. At the moment you know experimentation, and ash to lye. However you can't make commercial amounts of lye solo, and don't have the stuff to do it largescale.

    All of these are a roll to get under your alchemy skill (6) with the worst result always failing, until you're skill is double the skill needed.

    Simple expeirment (d8) (+.1 for pass)
    Hard Experiment (d12) (+.2 for pass)
    Ash to Lye (d6)
    You can do a dangerous experiment which will give a +1 modifier to any passes, but a -1 modifyer to fails. A result of max (nat 1 with -1 mod) will result an a serious faliure, and will likely HURT (d10+3 on crit fail table)
    Any critical faliures otherwise will roll a d5 on the alchemy critical fail chart, wanting low.

    I'm back. Thank you faithful lurker.
    >> Anonymous 03/13/10(Sat)04:36 No.8559229
    wells are good, anything that increases productivity.
    Perhaps think about asking urist to buy us some wheat seeds, and then build a waterwheel/mill for grounding.
    Alternatively, get urist to buy us some cotton so we can create a tiny textile industry.
    >> Anonymous 03/13/10(Sat)04:37 No.8559248

    Seconded. Wells are good. Swamp water: bad.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:38 No.8559256
    Also, you have 2 unused carts. Want to use them?

    A cart doubles the work done by any person on a job, effectively adding an extra worker. Can't have more carts then workers though.
    >> Anonymous 03/13/10(Sat)04:40 No.8559284
    Silver panners can get both?
    >> Anonymous 03/13/10(Sat)04:41 No.8559298
    rolled 2 = 2

    Hard alchemy experiment roll here.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:42 No.8559313
    Wells it is.

    Would you like a:
    -Crude well: 100 units work, gives muddy but drinkable water
    -Small well: 200 units work, gives small amount of water, for drinking, etc.
    -Medium well: 400 units work, gives more water, can be used as a general water sourse
    - Large well: 600 units work, gives most water, enough to be used to help with crops, etc.Can bring a large amount of water to the village quickly, to help drasticly in case of fire, etc.
    >> Anonymous 03/13/10(Sat)04:45 No.8559344
    How much population can each system theoretically supply?
    >> Jackdaw !JH6rweRXEo 03/13/10(Sat)04:45 No.8559347
    We have a river, that's all the freash water we need. Unless you want a secure infinite watersource during a siege of course, but if it comes to a siege, we've got other more pressing concerns.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:45 No.8559349
    Nicely done. +0.4 to alchemy skill. Doubled for very low (good) result.
    >> Anonymous 03/13/10(Sat)04:46 No.8559364
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    Lord Quest!

    Thank God, this is just what I needed after the Random Number God killed Frost Giant.
    >> Anonymous 03/13/10(Sat)04:46 No.8559370
    What do you purpose?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:48 No.8559389
    Currently you have a river, so it's more of a health bonus, and a happiness thing. That said, Thom's Mercy up north could use a well more desperately, it would allow them to grow from their current population (which is currently just the quarry workers and their families).

    That said, I'm not keeping track of where everyone is, and who lives where. Too much paperwork in that.
    >> Anonymous 03/13/10(Sat)04:54 No.8559467
    I'm going to say put a large well in Thom's Mercy. We produce about 150 units of work without any of the extra stuff like draught animals, carts, and ropes. It'll take us about three to four months of work, but the medium well will take us three or so months as well so why not get the big well.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:55 No.8559481
    Been a few quests ending badly of late. I saw trenchquest before, and the guy had a point.

    So don't go making any really bad decisions/rolls on me, I don't want to kill this quest off. . .
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)04:56 No.8559497
    Can I get a second?
    >> Anonymous 03/13/10(Sat)04:57 No.8559501
    Still waiting on tournament lists, unless I missed them being made.
    >> Anonymous 03/13/10(Sat)04:57 No.8559502
    How heavy is the traffic on the road alongside our lands? Would a roadside inn/coach-house catering to travellers be a potential earner?
    >> Anonymous 03/13/10(Sat)04:58 No.8559516
    New lurker long time archive reader here LQ. Glad to see you back!
    >> Anonymous 03/13/10(Sat)04:59 No.8559535

    If we start off with a smaller well would it be cheaper or more expensive to expand upon that well by making it larger later?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:01 No.8559556
    It's fairly untravelled for the most part. It's a road that people travel on not expecting to have anywhere to stay or places to buy food. Generally vagrants, freemen, journeymen of various kinds, poorer merchants and that sort of thing. Mercenary bands occasionally come south down the road, before heading west either though your lands or more regularly though Sheff's lands.

    It wouldn't have much competition, but at the same time, not a great deal of traffic, etc. Mainly the lack of places like that, and the lawlessness of the road further north is what stops travellers.
    >> Anonymous 03/13/10(Sat)05:04 No.8559580
    With this : >>8559556 in mind, I second this: >>8559467
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:06 No.8559593
    Cheers mate. It's good to see I'm still appreciated. When the thread was basically dead to start with I thought that I'd left it too long for this thread. . .

    Since you'd need to stop using the well, clear it out, remove the built elements, dig it wider, and then rebuild the built elements it will work out the same as building a new well.
    >> Anonymous 03/13/10(Sat)05:06 No.8559598
    Let's use five of our cattle to aid the building process as well as one cart. Use the remaining cart to help the silver miners.
    >> Anonymous 03/13/10(Sat)05:08 No.8559618
    Is there a strong chance of the cattle dying while working? if not I second this as well.
    >> Anonymous 03/13/10(Sat)05:11 No.8559634
    We use them all the time for extra building, I believe we used them on the creation of the quarry and various buildings. Usually split it between a couple of males and a couple of females so we can always have more though, it's not like they're a big part of our economy.
    >> Anonymous 03/13/10(Sat)05:16 No.8559693
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    Water the ale down slightly. Produce more volume.

    Build a humble rest stop near the road. Use this stop as a minor merchant/trade hub. Sell half of the excess produce and excess ale we are wasting and creating. Stockpile the remaining half.

    Use trade to establish better merchant connections and increase the chances of bringing in foreign goods that attract better value amongst the locals.

    In time, that rest stop will become a medieval wall-mart.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:17 No.8559700
    Can I get a second?

    Note that each calf (2) needs a cow in order to survive. so if you put more then 6 cattle on draught, then the calves will die. You currently have 4 cattle working draught, all helping build. So you can put 2 more on if you like.
    >> Anonymous 03/13/10(Sat)05:20 No.8559733
    Working at maximum efficiency seems like a good idea, let's go with six cattle.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:20 No.8559736
    or more, and have your calves dying.
    >> Anonymous 03/13/10(Sat)05:21 No.8559749
    disregard this post. please....
    >> Anonymous 03/13/10(Sat)05:21 No.8559752
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    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:22 No.8559756
    Ok, not max efficiancy.

    Want to put the 2 grazing cattle onto work though?
    >> Anonymous 03/13/10(Sat)05:22 No.8559762
    I thought we postponed the tourney until we rebuilt the keep, which of course can't happen until we find an architect.
    >> Anonymous 03/13/10(Sat)05:22 No.8559763
    We really do need to find a source of income if we're going to build up our strength in the face of this anticipated war.

    The price of peat has plummeted, so that's pretty much a waste of labour that could be better used elsewhere.

    I'm in favour of stopping gathering peat entirely, and transferring that labour to woodcutting. Then use the timber harvested to upgrade our palisade defences, dig ditches and ramparts, and that kind of thing.
    >> Anonymous 03/13/10(Sat)05:23 No.8559773
    Put two on. Have them work half the day in the afternoon after their morning graze.
    >> Anonymous 03/13/10(Sat)05:25 No.8559785
    Wood and stone would be of benefit. But we can't ignore food production.
    >> Anonymous 03/13/10(Sat)05:28 No.8559807
    What we really need to do to improve our economic situation is start refining our raw resources. We have plenty of leather, iron, and ale, but it's all relatively common fair that doesn't sell for too much. If we managed to get our hands of a leather worker, blacksmith, or brewmaster we could get somewhere.
    >> Anonymous 03/13/10(Sat)05:28 No.8559816
    I could be wrong, but I was always under the impression that the real money in medieval economies was in specialised trades - blacksmithing, crossbow making, etc, etc. The kind of things that need a technological base that isn't commonly availible.
    I say we get Urist on the road again, if he isn't currently, and try to get us some more professionals.
    >> Anonymous 03/13/10(Sat)05:29 No.8559822
    an inn or roadstop could lead to that. Or we could try and pay for one of our plebs to go to 'school.'
    >> Anonymous 03/13/10(Sat)05:35 No.8559887
    Why don't we try writing to our brother? I don't want to rely on him too much, but family connections are very important socially and economically. We could ask him to reccomend an aspiring blacksmith - the apprentice of one of the no doubt many master blacksmiths he has dealings with as a master swordsman - that could come work for us.
    Also, we've probably got a cousin or nephew or something who has just finished his education at one of the universities who needs some practical experience in the real world. That could net us another professional.
    Even if we don't do this, we should send him a letter warning him of the signs and portents that we've been getting.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:36 No.8559895
    Ok, get Urist to look for a Blacksmith or other specialist. He says he'll be back in a couple months, he thinks it might be a good idea to head into Erondia proper and check if there are any blacksmiths who want to come out west to work under a lord.

    I'm going to assume that you want a smith capable of forging basic weapons at the least? Many smiths only do nails, horseshoes, etc. Not much call for weapons in a city enviroment.

    Also, how much should Urist offer as pay? More you offer the more likely he'll get a taker, but the more he'll be wanting . . .
    >> Anonymous 03/13/10(Sat)05:37 No.8559898
    We're currently wasting food though, if there's one thing we've managed to keep stable for the past few months it's been food production. Started out rocky with some peasants going a bit hungry, but I don't think it's currently a concern. The stone we don't have an outlet for yet so while it will be useful for building and trade at a later date, it's not so useful to us now.
    >> Anonymous 03/13/10(Sat)05:37 No.8559900
    Didn't we leave the Troll priest at the Temple tell us to come back in 2 months (?) and kill the shadowbeasties for a strong magical reward? We should start preparing for that journey straight away.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:37 No.8559904
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:41 No.8559928
    Yeah. You'll want to head back next month sometime. . .
    >> Anonymous 03/13/10(Sat)05:43 No.8559942
    I'll second that.
    We should also send out Urist, but he should be looking for an architect and/or a leather worker who can produce armor, clothes, and other goods. Send him with five gold and any goods we have in excess to sell. Could you also tell us how much money we're projected to make as of our changes with the added peasants and cart working silver.
    >> Anonymous 03/13/10(Sat)05:44 No.8559954
    Didn't he also there would be a different outcome if we waited or something. I don't remember his prophecy too well due to the accent.
    >> Anonymous 03/13/10(Sat)05:48 No.8559977
    A smith that works with weapons, armor, and tools would be perfect for our situation. Our peasants could probably work twice as fast if they had some decent tools on them, that is unless they already had them, which would be surprising considering how terrible everything else they had was when we first arrived.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:50 No.8559995
    Ok. You give the letter to Urist, to deliver to the Royal Messenger Service in Erondia.

    Smyatt tells you that you still look to be losing some money. He sugests selling off part of your food excess, food prices are quite high at the moment.

    Your current Cash

    Last month's gold 18.618
    Gold Incoming 3.121
    Gold Outgoing 6.9

    Gold Profits -8.779
    Total Gold 9.839
    Debt 0
    To brother 0
    One Time Costs 5
    Urist Expences 5
    >> Anonymous 03/13/10(Sat)05:54 No.8560021
    Sell the food, it's not like anyone's going hungry. We need to find a way to stay out of the red, man this is like trying to balance an economy based on papayas in Tropico.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:55 No.8560026
    How much of the excess food should be sold. 50%, 25%, 100%? Note that this isn't diverting food from being eaten, this is what would otherwise get stored.
    >> Anonymous 03/13/10(Sat)05:55 No.8560029

    OK, we could use our food excess to hold a regular market day. Start out as a farmer's market, and maybe if it keeps going it'll attract traders from further afield.
    >> Anonymous 03/13/10(Sat)05:55 No.8560031

    Seconded. Who would we be selling it to, though? Passing-by travellers?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)05:59 No.8560057
    Passing by travelers, merchents, etc. People need to eat, and although food is cheap, it can't be bought for a distance around. If you set up a market, merchants will hear about it.
    >> Anonymous 03/13/10(Sat)06:03 No.8560096

    Would we need to build a market, or could the peasants throw one together themselves and make a profit? I assume building one would earn us more money and attract more merchants to our town, because it'd actually be presentable.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:06 No.8560114
    A market could mean you could sell it for more. The prices as they stand would be from basically selling it form the granary, and from letting merchants know that they can get food real cheap straight from the source.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:13 No.8560174
    New Accountantcy Projection from Smyatt:

    Last month's gold 18.618
    Gold Incoming 26.56296429
    Gold Outgoing 6.9
    Gold Profits 14.66296429
    Total Gold 33.28096429
    Debt 0
    To brother 0
    One Time Costs 5
    Urist Expences 5

    Last months food 40
    Food Grown 70
    Food Hunted 20.8
    Food Eaten 28.8
    Food Brewed 3
    Excess Food 59
    Percentage Sold 50
    Excess Stored 29.5
    Excess Wasted 29.5
    Food Stockpile 69.5
    Max Food 200
    Stockpile Spare 130.5
    Food Sold 2950
    Food Prices (Average) 0.007946429
    Profit Made 23.44196429

    Price per unit grown
    Turnips 0.005
    Rice 0.05
    Carrots 0.01
    Potatoes 0.01

    So for one unit of potatoes it's 10 coppers. Keep in mind a unit can feed a family of 5 for a month.
    >> Anonymous 03/13/10(Sat)06:14 No.8560178
    I think we're good for a new month, everything seems to be in order.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:15 No.8560187
    2nd on new month?
    >> Anonymous 03/13/10(Sat)06:17 No.8560203
    Mother of god, we just hit the jackpot in potatoes! Can we sustain that profit each month and feed our peasants? If we can then we're good as far as money is concerned.
    >> Anonymous 03/13/10(Sat)06:18 No.8560207

    >> Anonymous 03/13/10(Sat)06:19 No.8560212
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:28 No.8560258
    Almost. You're selling half of what is left over from feeding everyone. That said, rice only can be sold every 3 months, it's your most expensive and largest yield crop.

    You'll make a net gain overall, losing a couple gold in the off months, then gaining much more in the on months, unless of course you wish to sell more of your spare food?


    Last month's gold 33.281
    Gold Incoming 4.8085
    Gold Outgoing 6.9
    Gold Profits -2.0915
    Total Gold 31.1895

    Last months lumber 72.32
    Lumber Cut 90
    Lumber Used 53.8
    Lumber Created 36.2
    Lumber Stockpile 108.52
    Max Stockpile 200
    Stockpile Spare 91.48

    Last months food 69.5
    Food Grown 30
    Food Hunted 20.8
    Food Eaten 29.8
    Food Brewed 3
    Excess Food 18
    Percentage Sold 50
    Excess Stored 9
    Excess Wasted 9
    Food Stockpile 78.5
    Max Food 200
    Stockpile Spare 121.5
    Food Sold 900
    Food Prices (Average) 0.001875
    Profit Made 1.6875

    Last month's skins 2.4
    Skins Gathered 20.8
    Skins Used 20
    Skins Created 0.8
    Skins Stockpile 3.2
    Max Skin Stockpile 300
    Stockpile Spare 296.8

    Last month's Leather 60
    Leather Created 20
    Leather Used 0
    New Leather 20
    Leather Stockpile 80
    Max Leather Stock 200
    Stockpile Spare 120

    Last month 9
    Ale Brewed 3
    Ale Drunk 0
    Ale Created 3
    Ale Stockpile 12
    Max Stockpile 200
    Stockpile Spare 188
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:29 No.8560267
    Last Month's peat 0
    Peat incoming 16.9
    Peat used 0

    Cattle 10

    Goats 4

    Horses 3

    Fraction stored 0
    Peat Stored 0
    Peat Stockpile 0
    Max Stockpile 0
    Sold (%) 100
    Peat sold 16.9
    Peat Price (gold) 0.09
    Profit made 1.521

    Last Month 20
    Bog Iron incoming 13
    Bog Iron used 0
    Fraction stored 0
    Amount Stored 13
    Stockpile 20
    Max Stockpile 20
    Sold (%) 0
    Sold 0
    Price (gold) 0.1
    Profit made 0

    Last month 61.7
    Stone Quarried 3
    Stone Used 0
    Stone Gained 3
    Stone Stockpile 64.7
    Max Stone 1000
    Stockpile Spare 935.3

    Last month 0
    Silver panned 16
    Silver used
    Silver gained 0
    Silver stockpike 0
    Max Silver stockpile 5000
    Stockpile Spare 5000
    Sold (%) 100
    Sold (amount) 16
    Silver Price 0.1
    Profit made 1.6
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:30 No.8560274
    Carts 5 Unused 0
    Building 2 Peat 3 Digging Mine 0 Bog Ore 0
    Ropes 5 Used 3 Spare 2
    Small Ropes (1d5) 5 Used 3 Spare 2
    Medium Ropes (1d15) 0 Used 0 Spare 0
    Fuses 3
    Magic Scroll 1 Months to tranlation 0
    Hunting Scroll 1 Taught 1 Untaught 0
    Spearheads (steel) 25 Used 14 Unused 11
    Crude bows 3
    Crude knives 11
    Carrot Seeds 0 Months until wasted -
    Potato Seeds 0 Months until wasting starts -
    Lyre 1

    Turnip Patches 30 Units Turnips 15
    Rice Plots 10 Units Rice 0 Months to harvest 3
    Potato Plots 5 Units Potato 10
    Carrot Plots 5 Units Carrot 5
    >> Anonymous 03/13/10(Sat)06:33 No.8560290

    Gather our usual advisers, leaving our best at managerial skills to run the town while we're away.

    Take however many soldiers we did last time. Out of the new peasants that be brought with us from the swamp, one or two if they remember the area.

    Leave two manhunters home to help as scouts/early warning. The townspeople need to be ready to act as a militia while we're away.
    >> Anonymous 03/13/10(Sat)06:34 No.8560300
    Also, don't use our rings for village stuff. Save that for when we arrive at the temple.
    >> Anonymous 03/13/10(Sat)06:35 No.8560304
    Sweet. In that case, let it be known that we're holding regular market days to which merchants and traders are warmly invited. Set up some tables, some awnings, maybe hire a few jugglers and tumblers to entertain visitors, make it into a little party each month.

    Allocate maybe half of our surplus to the market, the other half to be rotated through our stockpiles so that we've got a decent buffer in case of poor crops one month or over winter.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:37 No.8560324
    Goat Herding 2 Goats Tended 4 Goats Escape 0
    Cattle Heading 1 Cattle Tended 10 Cattle Escape 0
    FARMING 50
    Turnip Farming 30
    Rice Farming 20
    Potato Farming 5
    Carrot Farming 5
    Gathering Wood 9
    Quarrying Stone 15 Work Done 3 Ropes 0 Rope Bonus 0
    Criminal Bonus 0
    Brewing 3
    Basic Peasant Militia 0
    OTHER 2
    Renovating Town 2 Carpenters bonus 3 Renovations total 8

    Well 61 Rate 2.2 Draught 4 Carts 2 Ropes 3
    Total Done Last month 161.4 Progress/Month 161.4 Total Done 322.8 Total Remaining 438.6 Rope Bonus 14
    Total 600 Lumber Used 53.8 Stone Used 0

    Unassigned Hunters 0
    Hunting 8
    Searching Forest 0
    Manhunters 2

    Unassigned Carpenters 0
    Decent Furniture 0
    Helping Build 0
    Renovating Village 3
    Renovating Keep 3 Rooms/month 2

    MINERS 8
    Unassigned Miners 0
    Panning River (Silver) 8 Silver Panned 16

    Digging Mine 0 Rate 5 Draught 0 Carts 0 Ropes 0
    Total 100 Progress/Month 0 Total Done Total Remaining 100 Rope Bonus 0
    Lumber Used 0 Stone Used

    Gathering Peat 10 Peat Gathered 16.9
    Carts 3
    Gathering Bog Iron 10 Bog Iron Gathered 13 Peat Price (gold) 0.1 Profit made 1.3
    Carts 0

    Tanning for storage 4 Skins tanned 20
    >> Anonymous 03/13/10(Sat)06:38 No.8560332
    rolled 4 = 4

    >> Anonymous 03/13/10(Sat)06:43 No.8560371
         File1268480615.jpg-(100 KB, 640x480, eeeee.jpg)
    100 KB
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)06:51 No.8560434
    This is who/what you took last time.The 2 man hunters there are the only ones you have atm, although you can get the hunters to stop hunting for the moment and militia up to be more manhhunters.

    Leold, Doobs, Shorty, Cohen, Clint, Aegon, are the bulk of the force. Take 2 Manhunters, 3 Men-at-Arms, and 4 Yeomen.

    Taking Zeek's anti-biotics, etc.

    Clint has been contacted, and has decided to come along.

    Jugglers, etc. might cost a bit, but you can get the advisors you have to entertain as they can on those days. Ie. Aegon can do his thing, the rest can get drunk and socialise.

    Again, no event.

    Yup. I'm Back. :)
    >> Anonymous 03/13/10(Sat)06:53 No.8560443
    rolled 2 = 2

    Another hard alchemy roll.
    >> Anonymous 03/13/10(Sat)06:56 No.8560457
    Good job guy.

    Let's take the same forces we took last time. Rest of the hunters turn into Manhunters to protect the villages while we're away.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:00 No.8560485
    Alchemy pro roller here. Another .4 to your alchemy, you're now alchemy 7 :).

    Last time you mentioned you might want to take Harry this time. Take him, or leave him here?
    >> Anonymous 03/13/10(Sat)07:00 No.8560488
         File1268481653.gif-(18 KB, 600x356, vauban.gif)
    18 KB
    We need to upgrade our armies.
    Since the invention of this "gunpowder" thing, walls have been useless.
    That's why I propose we to replace the castle and the city for a Vaubanian Fort.
    >> Anonymous 03/13/10(Sat)07:03 No.8560510
    I don't remember Harry's purpose.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:08 No.8560549
    Gunpowder? There is Blackpowder, which is generally unreliable, and Alchemic Explosive Soloution which is even more so. Only the dwarves have been able to make hand-held weapons utilising black powder, and they are rare enough - black powder spoils easily and can't be taken on long trips. Cannons are rare, and only the King's Armies can afford the blackpowder and the expences of transporting it safely en masse.

    AES explodes when not handled properly, and is avoided by armies entirely.

    And you're no architect either.
    >> Anonymous 03/13/10(Sat)07:08 No.8560555
    Let's take him.
    >> Anonymous 03/13/10(Sat)07:09 No.8560559
    Yeah, might as well.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:10 No.8560575
    Ex-theif, current informant and general ne'er do well. Currently working for you as a quasi-spymaster type role. You tend not to trust him, as you met him in the (claimedly forced) employ of Sylem, and he was only to happy to defect into the protection of another lord (ie. you, a less psychotic alternative to Arkem).
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:12 No.8560603
    Harry, Leold, Doobs, Shorty, Cohen, Clint, Aegon, are the bulk of the force. Take 2 Manhunters, 3 Men-at-Arms, and 4 Yeomen.

    This is your party.
    Begin adventuring?
    Which route will you take? The one you went there by, or the one you returned by? The second one is shorter, and was less eventful overall. Or will you attempt to find a new even shorter and straighter path?
    >> Anonymous 03/13/10(Sat)07:19 No.8560660
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:20 No.8560680
    Second? You may take much longer, or much shorter.
    >> Anonymous 03/13/10(Sat)07:25 No.8560726
    Let's go the shorter route we took on our return. Forging a new path is just adding more danger to an already dangerous mission.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:27 No.8560743
    Ok, different ideas. First one to get a second happens.
    >> Anonymous 03/13/10(Sat)07:28 No.8560752
    >> Anonymous 03/13/10(Sat)07:35 No.8560820
    Can we get a quick recap of the prophecy we were give by the Troll?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:35 No.8560825
    Ok, 50 progress to do people.

    Roll a d20 for the start of the journey progress wise.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:41 No.8560872
    Sure. I have the relevent bits of conversation saved in a big mess. If you want more detail, or what you said to get these responces, check the archives.

    "First, pri'ya your fist. Not lil'fist. Mo'fist. . . Family? They does have two swords, of the Zul. 2 Mo'mo'sul'swords. You get this one. You both have big wyrd, but your wyrd I know. You will fight with a lil'gon. On or against the small'gon is hojo, messy. But if you fight aganst the lil'gon you will get glory, but die young. Young and famous. If you ride the lil'gon, you will get mo'fame. Much fame. Will be mo'eep, much feared. And might die very young, morr'juvie. Or might might live long, mo'rich. Goo'ani. Good life. Now did you bring gift for Zul'dan?"
    "You bring goo'gift for Zul'dan. Zul'un tell you of something special. Down below, where the clawed shadows lurk, there is a tresure of mo'value to you. If you go now, you get it, mo' much valor, but treasure remain a hojo'wyrd, messy unknown forever. Return in two moons, and the treasure will show it's Wyrd to you. But the lil'glory will be less.”
    “Ma'gon big. With skin of snake but hard as stone. Mo'Wings, big wings. No fire. Ma'gon and lil'gon both goo'gon, not mon'gon. Mon'gon blow fire, you call dra'gon. goo'gon hunt mon'gon are mo'lil smaller then mon'gon. Goo'hojo to see ma'gon. Goo'mo'wyrd to kill ma'gon, much danger, many mo'morr.”
    >> Anonymous 03/13/10(Sat)07:42 No.8560891
    rolled 5 = 5

    Here's hoping for a twenty.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:44 No.8560911
    ok, now roll a d10 for event.
    >> Anonymous 03/13/10(Sat)07:45 No.8560925
    rolled 7 = 7

    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)07:49 No.8560960
    Your man hunter scouts spot a band of human outlaws, walking down the path well ahead of you. They're on their way here. What do you do?
    >> Anonymous 03/13/10(Sat)07:50 No.8560965
    is the terrain alright for an ambush? like, foresty, hilly, rocky...
    >> Anonymous 03/13/10(Sat)07:58 No.8561033
    Let's set up a small ambush with the manhunter's, having them fire from the shadows several arrows from the shadows and then while they are distracted cleave into them with our main force. Before we do that though, let's ask Harry if he knows anything about these guys and where they came from.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:00 No.8561048
         File1268485252.jpg-(106 KB, 700x465, The Swamp.jpg)
    106 KB
    you're in a swamp. It's all ambush territory.

    Pic related, it's what is to your left. Your right is similar. You're on a 'path' of solidish ground which means you can walk at a decent pace.
    >> Anonymous 03/13/10(Sat)08:01 No.8561050
    if we're in the swamp, then I second this
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:03 No.8561065
    Harry doesn't know them, but points out that outlaws =/= criminals. They're just people who live outside of villages/towns in the wilderness and as such aren't beholden to anyone's laws. You're literally in lawless land, unless you want to claim it and try to impose your law upon it.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:09 No.8561112
    You hide in the swamp as best you can. You send the bulk of the men at arms back along the path, as you can't hide them all here. The rest of you hide in the bushes. Roll a d8 hide test.
    >> Anonymous 03/13/10(Sat)08:14 No.8561144
    rolled 1 = 1

    >> Anonymous 03/13/10(Sat)08:14 No.8561146
    rolled 1 = 1

    Our past experiences with sneaking have never gone well if I remember correctly. Hopefully this will be different.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:20 No.8561194
    Lucky you guys wanted low. Critical sucess x 2! :o

    Your ambush takes them completely by surprise, everything works flawlessly. Both of your manhunters take out an outlaw each, Doobs and Shorty leap from behind a bush, cutting off all escape as Cohen rises from the swamp mud, and pulls out his claymore, into the centre of the group, whirling it in a frenzied crimson blur. You, Stark and Leold take the front, and you tear though the group in seconds. THe men-at-arms don't even have time to run around the corner of the path to reach the combat.

    15 bodies lay at your feet.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:22 No.8561216
    Roll a d20 to continue down the path when you're ready. Do you do anything before you move on?
    >> Anonymous 03/13/10(Sat)08:23 No.8561228
         File1268486620.jpg-(56 KB, 576x432, 126843428956.jpg)
    56 KB
    rolled 3 = 3

    Loot the bodies, high five everyone.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:26 No.8561262
    Cohen barely waits for your order before starting to loot the bodies. The group was all men, some kind of hunting party it would seem. They were mostly armed with crude bows, and there were beans/ salted meats as supplies in their bags. Their clothes were crude leather jerkins, and the bads were made quite recently from rabbit hide. Nothing of great value is found.
    >> Anonymous 03/13/10(Sat)08:26 No.8561264

    Agreed, set up an ambush of somekind
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:29 No.8561291
    You exchange a round of congratulations with your party before moving on. However it's not long before you're interrupted again. d10 for even again please.
    >> Anonymous 03/13/10(Sat)08:33 No.8561330
    rolled 10 = 10

    I now begin to think taking a new route would have been better.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:37 No.8561365
    Your scouts report seeing three trolls carrying a chest of some description. They're moving away from you down the path, slowed by the chest. What do?
    >> Anonymous 03/13/10(Sat)08:45 No.8561418
    Ambush one troll and hope to take him out before the other two notice, then have the group hold one at bay while the rest finishes off the next troll, and finally take out the last troll.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:49 No.8561455
    Its going to be hard to ambush them. The only reliable ground to walk on is the small path you're following. The rest of it is a swampy mess.

    If you do charge them, you'll only be able to get 3 people on the path in the 'front line'. Stark would be over and above this.

    If you decide to follow them at a safe distance, all progress will be d15s, until they take another route. You might find a better place to overtake and ambush them though, or something else.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:50 No.8561465
    Also, it's very quiet in here atm. I know there's lurkers out there, post up. I want to get to the temple before I have to crash for the night. Gotta go job hunting tomorrow.
    >> Anonymous 03/13/10(Sat)08:56 No.8561528
    rolled 7 = 7

    Let's wait for a better position.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)08:58 No.8561553
    Roll a d5 for the lie of the land, and a d15 for potential random event.
    >> northern /k/ommando 03/13/10(Sat)09:01 No.8561584
    rolled 5 = 5

    >> Anonymous 03/13/10(Sat)09:07 No.8561661
    rolled 5 = 5

    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:07 No.8561664
    /K/ommando rolls for lie of the land. -like

    The trolls come to a bend in the road, but your scouts have found a shortcut though. Who should go in the ambushing party, and who should lead the group that attacks from behind?

    fight won't start until event is rolled for.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:10 No.8561698
    double critical on lie of the land. The bend in the road not only allows some of your party to move ahead in ambushing position, but allows you to have several people attack from the sides - the swamp here is less marshy, and more of a bush/forest area.
    >> northern /k/ommando 03/13/10(Sat)09:11 No.8561713
    c`mon you lurkers out there, dont ruin this.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:12 No.8561724
    Fun! :P

    Ok, rolling tests: a d4 for scouting, a d8 for the ambush and a d20 for the combat. First two want low, last one wants high.
    >> Anonymous 03/13/10(Sat)09:13 No.8561736
    Have Harry, Clint, Cohen, and the manhunters in the ambush group. The rest of the group splits between the two sides for the main assault.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:14 No.8561750
    Deleted a bad roll there /k/ommando. I saw that. You've just made this fight a bit harder for you guys, worse then what it was going to be. I don't like cheaters. . .
    >> Anonymous 03/13/10(Sat)09:15 No.8561753
    rolled 3 = 3

    Scouting, because I figure it's the hardest to fail.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:18 No.8561793
    Who attacks from the front, and from the rear? Front being taking the shortcut and attacking from that side, read being following down the road, and the ambush of course is hiding off the road at where the other two groups will charge them.
    >> Anonymous 03/13/10(Sat)09:18 No.8561794
    rolled 4 = 4

    rolling for ambush i suppose
    >> Anonymous 03/13/10(Sat)09:18 No.8561795
    rolled 4 = 4

    >> Anonymous 03/13/10(Sat)09:19 No.8561810
    rolled 1 = 1

    rolling rolling rolling
    >> Anonymous 03/13/10(Sat)09:20 No.8561813
    rolled 18 = 18

    Ruins the fun when people fudge the rolls. That said rolling for combat with the ring of leadership, if that's not applicable the luck ring for combat.
    >> Anonymous 03/13/10(Sat)09:20 No.8561818
    rolled 11 = 11

    cmon you mother fucking dice
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:21 No.8561826
    What? Which are you rolling for? I can't tell from your email field.

    How do you roll without showing what you're rolling in the email field? Also, please let us see what dice you're rolling, I've caught one cheater this thread, so I'm a touch paranoid.
    >> Anonymous 03/13/10(Sat)09:22 No.8561835
    rolled 6 = 6

    my mistake, rerolling for ambush
    >> Anonymous 03/13/10(Sat)09:23 No.8561850
    that one oh quest lord was for the scouting

    also how does one roll more than one dice at a time?
    >> northern /k/ommando 03/13/10(Sat)09:24 No.8561865
    cheating?. sorry, i pressed the button by misstake.

    since i had already rolled the d5 i figured that someone else could roll the d15. but by then i had already pressed it.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:25 No.8561868
    It applies. You inspire the men you're leading. Which is whom? I don't know who is in what party, the ambushers >>8561736 mentions aside.

    >> Anonymous 03/13/10(Sat)09:32 No.8561924
    Doobs, Shorty, one Men-at-Arms, and two Yeomen. The other side of the main attack force is Leold, Aegon, two Men-at-Arms, and two Yeoman.
    >> Anonymous 03/13/10(Sat)09:33 No.8561941
    noko+dice in the email field makes the result not show. It's unlikely that it's being done to hide anything. However, that doesn't mean it isn't a giant pain in the ass.
    >> Anonymous 03/13/10(Sat)09:33 No.8561942

    Sounds good. Second.
    >> Anonymous 03/13/10(Sat)09:34 No.8561951
    I would have swapped out Aegon for Clint. He's a bard, not a warrior.
    >> Anonymous 03/13/10(Sat)09:37 No.8561974
    Clint is in the ambush group though, I'd have switched them myself but I figure the extra Men-at-Arms balances the attack power of the two sides, and Clint is a priest of the hunt, probably more effective at hiding and ambushing then the bard.
    >> Anonymous 03/13/10(Sat)09:39 No.8561990
    Ah, good point. I think I'm starting to lose focus of who's where.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:40 No.8562007
    Anyways, no deleting rolls. Ever. You're all lucky >>8561813 did well on the main roll, because you flopped the others. Including the vanishing event roll (a 1 - Troll Warband).

    The ambush is set. As the trolls move into position, Aegon gives out the call of a marshhawk, and the attack begins. Except that as you begin to charge, a second band of trolls emerge from the side of the road, holding a man hunter in his hands. Well, most of one anyhow. Cohen and the ambushers rise early from their hiding spots in the marsh in order to combat this new threat, as you lead your men at arms and yeomen down the path, Aegon and stark at either side. Around the bend comes Doobs and Shorty leading the remainder of the yeomen.

    The trolls drop the chest and engage the 'ambushers', knocking Cohen back with a wild swing of his hand. He rolls and regains his feet, as Harry jumps back staying out of armsreach of the oncoming trolls as best he can. A javilin spears out from a tree, spearing a troll in the chest, and a second follows it, finding a mark in it's stomach. Clint jumps down from his lofty hiding space, and enters the fray.

    You and stark reach combat, as Aegon starts singing an unrecognised song in norse. You hack at the faceclosest troll, as stark rips out the major artery inside it's thigh. Thick black trollblood squirts everywhere, as you continue hacking at it. You duck under a wild swing, and slide your sword into the trolls armpit. It slides in deep, and then smoothly slides back out with a visceral ripping sound. You push this troll over and engage the one Aegon is fighting. He ducks and twists around it's clumsy thrusts with its smooth spear, but you can see he's been glanced several times by the blood on his arms. Stark again goes for the tender inner thigh, but this time his teeth find only trollskin. You however find an opening, leaping on its back and using your sword like a giant dagger, unweidily but effectively slit it's throat.
    >> Anonymous 03/13/10(Sat)09:43 No.8562030
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)09:46 No.8562058
    Whoops was busy writing, didn't see that. I decided that more or less, with Leold swapping sides, and you and stark being on Aegon's side. Oh and giving you more of the yeomen.

    having dealt with the two that came to engage you, you lead your men into the main fray. One yeoman is down, and Shorty and Doobs are both sporting injuries but are still fighting. You have the remaining trolls surrounded and most of them have been wounded as you approach the melee. At this stage both sides have eased back, and are fighting carefully, waiting for the other to show a weakness to pounce upon.
    >> Anonymous 03/13/10(Sat)09:53 No.8562134

    Well then I suppose we should close in the circle and finish them, but it seems risky now that they're calm and waiting for it.
    >> Anonymous 03/13/10(Sat)09:56 No.8562163
    Have Aegon taunt the trolls and take advantage of their anger.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:03 No.8562229
    Moving in, you decide to try something crazy and heroic. As Aegon says something indecipherably foul in pigeon-troll, you yell Bok-Bok! at Doobs, who is now on your side of the path. Looking back and seeing you charging, he follows the command form the childhood game, and ducks just as you get near. Stepping on his back you then leap into the closest and largest troll, just as they break their tight circle and go on the offensive. You strike, your sword an arrow flying past its giant tusks, though the roof of its mouth and into the tiny brain. It drops, and Cohen takes up the momentum of your charge, swinging his oversized sword in a low arc, leaving himself defenceless, and trusting his safety in surprise and Clint. His muscles ripple and bulge as he then brings the sword upwards slicing one leg clean off at the knee, and then bringing the sword through the bulging stomach of the other.

    Burning blood bursts out, stinging and burning the skin as it makes contact. However this brings the fight to a hasty conclusion.

    After battle report:
    1 manhunter and one yeoman dead. Two men-at-arms seriously injured, one blinded by troll blood the other with a broken leg. Aegon, Doobs and Shorty all have injuries that need attending, Leold is nursing a dislocated arm, and Cohen is wincing as he walks. Clint and the remaining unnamed people have superficial injuries.
    >> Anonymous 03/13/10(Sat)10:07 No.8562271
    Get everybody patched up as best we can. Then find out what was in that chest. I'm just hoping it was worth it.
    >> Anonymous 03/13/10(Sat)10:08 No.8562288

    Check the chest. Distribute the antiseptic to the most serious wounds.

    The mentioned wounded group should head back, with the rest of us continuing onwards.
    >> Anonymous 03/13/10(Sat)10:09 No.8562295
    Alright, everyone tend to their wounds with any medicine we brought from Zeek and bandages. Once everyone is stable we can either burry the dead here or take them back with us, preferably bury them here and take back their bows and gear and then give them a ceremony when we get home. Then we can deal with the matter of the chest.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:13 No.8562334
    You patch everyone up as best you can. However the man at arms with the broken leg can't walk though the swampy terrain with his rough splint, and the blind one needs to be lead by someone else.

    The chest contains a half dozen short swords, obviously of goblin make, 14 gold in various currencies in it, a number of bone helmets, again of goblin make. The chest is also obviously goblin work, the cast iron and crude hinges is a dead give away.
    >> Anonymous 03/13/10(Sat)10:16 No.8562368
    At first glance I'm inclined to say that really isn't worth it. At second glance I'm curious as to what so much goblin shit, especially armaments, is doing here. They're meant to be further away than this.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:17 No.8562380
    Burying the dead properly here will be difficult, you don't have digging tools, and you're in a marsh. You could throw he bodies in the marsh and let them sink, however rat hounds or something may find them.

    Who should head back with them? They won't make it alone - it is dangerous out there.

    If they come with you, they will slow you down to a d18. Carrying the chest will slow you too. If it's just the chest, you'll travel at d17, if it's both d15.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:19 No.8562394
    Trolls think nothing of walking for three months to get somewhere. If one troll fist decided to go north to raid goblins or trade with them, they'd do it. Then they'd happily walk back with all their gains.
    >> Anonymous 03/13/10(Sat)10:19 No.8562399
    It's not much, but at least it's something we can presumably use. Let's send the seriously wounded back accompanied by one or two Yeoman and have them take the chest. We can have a small service for the dead here led by Clint and then probably set up camp.
    >> Anonymous 03/13/10(Sat)10:21 No.8562419
    Bring them with us. d18 isn't too much slower and we don't want them dying on the way back OR splitting the party.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:23 No.8562435
    It's d15 if you're carrying the chest too.

    That said, discuss:
    What to leave here, what to send home, what to bring with.
    >> Anonymous 03/13/10(Sat)10:23 No.8562441

    Second this. Splitting up the party and/or just heading back seems silly to me. Unless any of the wounds are critical or in any danger of getting worse unless they are treated immediately, then they should come with us.

    I also think the bodies should be dealt with properly. Can we hide them or something and then come back and get them on the way back or something, in order to give them a proper burial, last rites, etc
    >> Anonymous 03/13/10(Sat)10:25 No.8562455
    I vote we grab the gold and the swords. Fuck the rest and the chest. Six short swords shouldn't encumber us too badly.
    >> Anonymous 03/13/10(Sat)10:25 No.8562468
    How about burying the chest or hiding it, then coming back for it?
    >> Anonymous 03/13/10(Sat)10:27 No.8562496
    Confound your Ungentlemanly shenanigans QL!

    Imissed you. ;_;
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:28 No.8562503
    The gold isn't in nice gold coins. It's in a whole bunch of little coins from all over. A half dozen norse bone coins, Coppers form all over, a few silvers, and some other odd coins you cant identify including some iron coins of goblin creation. You can likely carry 2g worth on your persons, between pack bags and such, anything more you'll need the chest.
    >> Anonymous 03/13/10(Sat)10:30 No.8562516
    we could execute our wounded, throw all of the dead in the marsh, grab the gold and head out
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:31 No.8562528
    Hiding it could work. In a log or somewhere out of sight and off the path.

    I'm sorry. I'll still be going until we reach the temple, we;ve made 15/50 progress thus far. . .
    >> Anonymous 03/13/10(Sat)10:31 No.8562530
    We may as well take the chest then too. We're only 35 away from the temple as is.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:35 No.8562569
    1 vote for Evil Lord. . . It seems a bit harsh and out of character though.
    >> Anonymous 03/13/10(Sat)10:36 No.8562580
    rolled 18 = 18

    Hide the chest under a dead log or something. Somewhere we'll remember it. Maybe take skull helms if they fit us, because badass.

    d18 for progress?
    >> Anonymous 03/13/10(Sat)10:37 No.8562587
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:37 No.8562592
    Not evil votes.

    It seems the majority don't want to split the party, but the chest hasn't been decided yet. Hide it here? Or take it with you?
    >> Anonymous 03/13/10(Sat)10:37 No.8562596
    take everything and do our best to tend our wounded
    >> Anonymous 03/13/10(Sat)10:37 No.8562598
    You're just saying that because it's 1:40 and you want to go sleep.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:38 No.8562603
    Ok, decided. And the roll looks fine.
    18 Progress.

    Roll for event.
    >> Anonymous 03/13/10(Sat)10:38 No.8562605
    Bury the chest and keep the wounded. killing them is just a waste considering the time it takes to train them.
    >> Anonymous 03/13/10(Sat)10:38 No.8562609
    rolled 1 = 1

    d10 right?
    >> Anonymous 03/13/10(Sat)10:39 No.8562615
    Part of me knew that was going to happen.
    >> Anonymous 03/13/10(Sat)10:39 No.8562618
    Doing a quick read of the beginning of the thread you forgot again to add the 'caustic powder' bags to the alchemy and I didn't notice anyone reminding you of the special bonus for guessing the origin of the names of the old gods.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:39 No.8562619
    lol, see
    >> Anonymous 03/13/10(Sat)10:40 No.8562634
    also hand out the swords and armor to the men, can we put the coins in a sack or something easier to move than the chest?

    if we brought no loot bags i vote we turn back and grab some.
    >> Anonymous 03/13/10(Sat)10:40 No.8562635
    Oh yeah, plus weren't we going to get a bonus because of the whole Hojo and coming up with a better reason ourselves than your original one?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:42 No.8562648
    Oh, right. Forgot the bonuses. Forgot what I was going to make it too. But never fear, I have a new idea.

    I've added the caustic bags to the alchemy thing I have saved, they'll be there next time.

    Cheers mate :)
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:48 No.8562705
    Bit late to turn back. You brought bags, but not enough for coinscoinscoins. Seriosuly, it's 12 gold, mostly in coppers. that's 12000 coins. Some of these are Norse bone coins, which are the size of a small plate. Plus, you still have most the food, etc. in your bags. You were hoping to eat more before you got to laod up on treasure.

    You hand out the goblins swords and helms. Most of the named characters turn theirs down, having better gear or disliking helms, but the men at arms and yeomen take them gladly. The rest are put back in the chest.
    >> Anonymous 03/13/10(Sat)10:50 No.8562724
    Alright then, LET'S GET A MOVE ON, HOMEBOYS!

    The blinded man, if he lives all the way until we return, should be taken care of for the rest of his life.

    We're a kindly lord.
    >> Anonymous 03/13/10(Sat)10:51 No.8562731
    Speaking of gear.

    Since Shorty is Andre the Giant, maybe we should pick him up an enormous club as a weapon.
    >> Anonymous 03/13/10(Sat)10:51 No.8562733

    Hide the chest now in an old log and lets move on.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:54 No.8562761
    ok, the roll of 18 progress from before stays. D10 for event.

    He's using an old battered bastard sword as a short sword as things stand. It's an old one from when wider and heavier blades were popular.
    >> Anonymous 03/13/10(Sat)10:54 No.8562775
    At some point we should think about getting him a Gutts sword.
    >> Anonymous 03/13/10(Sat)10:55 No.8562782
    hide the chest and corpses seprately. carefully mark both, see if the man blinded by troll blood is permanently blinded then get moveing to the temple
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:57 No.8562798
    Cohen is wielding something like that. Remember that it's an ogre claymore. A claymore used by ogres. He's just decided that size categories are for suckers, grabbed the bigger and therefore better sword, and learned to fight with it.
    >> Anonymous 03/13/10(Sat)10:57 No.8562801
    rolled 9 = 9

    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)10:58 No.8562814
    You can't find if he's blinded permanently yet. You need a doc to find out. You've already started moving for the temple again, I'm waiting on a roll for event.
    >> Anonymous 03/13/10(Sat)10:58 No.8562816
    rolled 2 = 2

    Ignore that, I rolled 18 instead of 10

    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:01 No.8562843
    Just saw the first one. Lol, I'm blind.

    As you approach the temple, your party is suddenly ambushed by Virmen. Roll a d16 for combat.
    >> Anonymous 03/13/10(Sat)11:02 No.8562855
    I fear for our life for when we have to battle the monsters in the dungeon with all this injured people.
    >> Anonymous 03/13/10(Sat)11:03 No.8562869
    rolled 2 = 2

    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:03 No.8562870
    The wounded can chill with Du'zul'un. So only the healthy party members will be going in - you won't be needing to protect them, so you won't be penalised as much.
    >> Anonymous 03/13/10(Sat)11:04 No.8562875
    >> Anonymous 03/13/10(Sat)11:04 No.8562876
    Fuck me
    >> Anonymous 03/13/10(Sat)11:05 No.8562881
    we could leave the injured in the temple levelm of the ruins whare they should be safe
    >> Anonymous 03/13/10(Sat)11:05 No.8562887
    You know, we've been pretty good to Virmen so far. Any chance that they'd recognise us and not murder us horribly?
    >> Anonymous 03/13/10(Sat)11:06 No.8562891
    its probaly not the same group
    >> Anonymous 03/13/10(Sat)11:06 No.8562894
    HOLY SHIT, LORD QUEST IS BACK? And I pretty much missed it? Damnit all to hell.

    Okay- but I'm going to post this completely out of context without knowing what's currently going on, but I've been meaning to ask this since forever (and I missed this and the previous thread):


    I have the logs somewhere, but peat was originally something like 1.3 gold per unit. It is now .09 gold per unit. That's about a 95% drop in price. And most of this drop happened in about the course of a month- pretty much without anything being said. (if I remember correctly, it went from .8 to .09 back in Wrecktember)

    I bring this up because our MAIN EXPORT dropping in value by 95% is a fricking national crisis, and Smyatt pretty much said nothing more than "peat has dropped a bit in price." Fucking understatement of the century.


    Okay gents. Carry on, I'll catch up next time.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:09 No.8562913
    Nice. I mean not.

    The virmen kill off the remaining manhunter with w well thown knife, and then move in to engage the rest of oyu. They release rat hounds, which go straight for the wounded, dragging them away as everyone else attempts to defend them. Cohen and you mount a counter-charge, but only manage to kill a couple before they vanish again. It seems one of the men at arms has disappeared in the fight also.

    Leold and Shorty have serious bites on their legs, and Stark has been hit with a sling in face, one eye is swollen shut.
    >> Anonymous 03/13/10(Sat)11:09 No.8562926
    >> Anonymous 03/13/10(Sat)11:09 No.8562928
    I figured it was a mixture of us flooding the market and Sylem fucking with us. The latter having no real evidence to support it. Just me being a suspicious bastard.
    >> Anonymous 03/13/10(Sat)11:11 No.8562945
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:14 No.8562968
    I dropped it over a few months, but yeah. There's a reason for the huge drop. It wasn't all you flooding the market.

    And Smyatt is prone to understatements. He's a quiet sort of guy, and doesn't like bothering you at all unless it's serious.
    >> Anonymous 03/13/10(Sat)11:15 No.8562973
    tend the wounded and search for our lost men. what kind of lord would we be if we left them to be eaten by rat men?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:16 No.8562983
    Roll a d10 for the search.
    >> Anonymous 03/13/10(Sat)11:17 No.8562993
    rolled 8 = 8

    >> Anonymous 03/13/10(Sat)11:17 No.8562997
    >> Anonymous 03/13/10(Sat)11:17 No.8563002
    That makes me feel better. Thanks QL.

    Hopefully next time I will be able to actively participate in the thread.
    >> Anonymous 03/13/10(Sat)11:18 No.8563009
    I suggest we take what loot we can and hightail it with the injured. The money is great, but these bastards are fresh and ready for combat. We can always return with more men later, and subsequently beat the shit out of these fuckers for the money they'll take.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:19 No.8563020
    You search thoroughly, but can't find him. You do however find some tracks, leading to a hole in the ground. It looks like an entrance to a Virmen Warren.

    The tracks indicate that he was wounded (blood spill) and that he was dragged away.

    (Rolled a 9 for the Virmen's stealthy escape roll, after modifiers).
    >> Anonymous 03/13/10(Sat)11:21 No.8563035
    No way we're going in.

    Say a prayer for him and continue.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:21 No.8563037
    No problem, hopefully you will.

    They've just successfully done a hit and run, getting three bodies, and the equipment associated. Virmen don't like a straight up fight, unless they outnumber the opponent several times over.
    >> Anonymous 03/13/10(Sat)11:22 No.8563051
    Yeah, I figured as much. How difficult would it be to relocate this warren entrance if we WERE to flee and get reinforcements?
    >> Anonymous 03/13/10(Sat)11:23 No.8563055
    continue the search for our fallen comrads
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:23 No.8563057
    it's near the temple, Clint or Aegon could both find it again if need be. If you mark it, even more so.
    >> Anonymous 03/13/10(Sat)11:24 No.8563064
    if we flee our men will certainly be killed and eaten
    >> Anonymous 03/13/10(Sat)11:26 No.8563083
    Well, what about tactically retreating? Load the men up onto the horses and fight our way back to town. We certainly can't stand our ground so close to one of their warrens. Like QL said, they only fight if they outnumber us VASTLY. And those rat hounds look really fucking nasty.
    >> Anonymous 03/13/10(Sat)11:26 No.8563087
    Then make it so. We will return in force and they will die. Leaving only enough alive to spread the message: Our people are not food. Do not fuck with us.
    >> Anonymous 03/13/10(Sat)11:29 No.8563111
    they raided and ran not straight up fought. this should mean their numbers are equal or less than ours not greater. i think we can take them
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:34 No.8563154
    You mark the warren, and the nearby trees, and vow to Byron that you will be back, with fire in hands and vengeance in your heart.

    The attack is over. The Virmen have escaped into the warren, with 3 of your guys. They don't like long fights for the most part, preferring to hit and run. Their destination could be miles away underground, but you're not going to catch them in the warren, they're faster then you down there, and they know their way around.
    >> Anonymous 03/13/10(Sat)11:36 No.8563167
    What is a quest?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:36 No.8563172
    A miserable pile of decisions.
    >> Anonymous 03/13/10(Sat)11:37 No.8563181
    rolled 2 = 2

    A miserable pile of railroad tracks.

    >> Anonymous 03/13/10(Sat)11:40 No.8563207
    On to the temple or back for reinforcements?
    >> Anonymous 03/13/10(Sat)11:40 No.8563213
    what of our remaining men? injuries ect. we have 4 so far right?
    >> Anonymous 03/13/10(Sat)11:41 No.8563217
    4 that died i mean
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:41 No.8563219
    I'm not saying you can't follow your comrades, just letting you know that none of your followers will follow you, and you will likely die down there.
    >> Anonymous 03/13/10(Sat)11:42 No.8563224
    Let's hurry up to the temple so OP can get some sleep.
    >> Anonymous 03/13/10(Sat)11:43 No.8563239
    K, second

    When is next time?
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:44 No.8563244
    5 gone. both manhunters, 2 yeomen and a man at arms.

    We're actually there more/less, just was going to finish taking care of this last event then I'm off.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:46 No.8563264
    Possibly tomorrow night. More likely mon night. Won't be tues night, wednes night or thurs night. Weekends and monday nights seem the most likely days for QL, with my uni timetable and all.
    >> Anonymous 03/13/10(Sat)11:49 No.8563295
    Alright, well, take care QL...

    Since this is about over, and I feel SAAAAAAD, who here would feel up for something like Rogue Trader Quest?

    Or the second idea in my head is an Iron Quest remake, without the countless threads of debating WHAT SPACESHIP COMPONENTS DO WE ADD GUIS.
    >> Anonymous 03/13/10(Sat)11:52 No.8563316

    What is bad about that? It is basicaly what we do in QL only here it's about the infrastructure.
    >> Anonymous 03/13/10(Sat)11:55 No.8563353
    True, but it just got a bit repetitive after the sixth thread in a row where nobody actually DID anything and everybody just decided to spam nanite dyson spheres until all competition just fell over.

    But either way, it's your call(s) in the end.
    >> Quest Lord !!7ls3wo7NoED 03/13/10(Sat)11:56 No.8563363
    And shopping! don't forget the shopping!

    Night all.

    I'm already planning the quest after this one. Less infrastructure, less nice guy, more combat and more complicated fightin' rules then roll off and I make it sound awesome if you roll well.
    >> Anonymous 03/13/10(Sat)12:02 No.8563401
    >and I make it sound awesome if you roll well
    But I like this.

    And this.

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