[pnpgm] Game Update #5a - File #44 Supplement - Ship IBT

Chris & Karen Wells ckwells at gmail.com
Tue Apr 28 15:38:19 CEST 2009


If anyone wants training in spear/pike, archery, or fighting dagger, Ben'Dar
will provide it during the voyage.  If not, Ben'Dar will practice his ship
seige weapon skill.  (He will make sure that whatever ship we choose has a
mangonel or ballista or something)



On Sat, Apr 25, 2009 at 1:22 AM, Scott Adams <longshot at darktech.org> wrote:

>
>
>        Howdy gang,
> s
>        A supplement update.
>
>        I figure why waste a week of you guys sitting waiting for me.
>        Well I did some quick math.  If my math is right it is 132
>        hexes (give or take a few) to city of contact from Dark Lands.
>        That is 2,640 miles of coastline.  I may be wrong but when
>        I do the numbers for sailing will have exact figures.
>
>        At the very least the merchant ship will go 34 miles at the
>        very best 64 miles.  This is with added boost from magic that
>        Ki'ama will mention later (see I forgot to mention it in the
>        update).
>
>        Assuming everyday has poor winds it would take 78 days to
>        get there.  Assuming great winds then its 41 days.  This
>        should be plenty for figuring out a good cover story.  In
>        that time we can do some partial IBT events.  On a average
>        that is about 53 days.
>
>        Let's assume 30 days of "stuff to do".  This gives us a margin
>        of days between.  Keep in mind it will be all on board so
>        limited in some things you can do.  But if you want to practice
>        skills or magic let me know.  Basically IBT stuff but with
>        the limits of a ship. At times the horses will be allowed ashore
>        for exercise.
>
>        When I do the numbers I'll have exact figures.  But let's
>        assume a month of travel for IBT purposes.  The other
>        days for ease of bookkeeping will be thrown away.  Consider
>        those days sick days, bad weather days, bad wave days, crew
>        is tired of the activity, etc.  This seems the best fair
>        and quickest way to do it.
>
>        So while I'm gone if you want to work on ship board activities
>        let me know.  The crew will be wary of magic but since they
>        sail back and forth this far north are not scared of it.  You
>        will not need to cast magic to help the ship as I'll do that
>        with the HE's help.  So just plan what you want to do.
>
>        Keep in mind some tasks like hunting, city stuff is out.  It
>        will be a month of activity on the ship.  So using a forge to
>        make the nifty enchanted item is out.  Fire doesn't mix well
>        on ships.  There will be short spurts into villages for food
>        and supplies or to walk the horses.  But not enough to merit
>        a day's skill training.
>
>        If no one did magic I could get this done in a couple days
>        after I get back.  But for magic it might be a bit longer.
>        If you cast magic keep in mind the ship and those limits.
>        Fireball isn't so wise to practice on a ship.
>
>        If you don't want to do anything that's fine as well.
>        There is still a link to the IBT hints/tips on the old
>        game site via the link on the current game site.  The
>        IBT link is at bottom of page for adventure #3.
>
>        I figure I'll get this all done now rather than after I
>        get back and will allow you a full week (and more) to
>        work on it.  Might as well get a head's start.
>
>        This is how I'll pad it
>
>           Poor Winds     Average Winds    Good Winds
>             78 days          54 days         42 days
>
>
>          24 days lost    12 days lost      6 days lost
>          30 days-IBT     30 days IBT      30 days IBT
>          24 days lost    12 days lost      6 days lost
>
>
>          So just use Day 1, 2...14..15...29..30 that sort of thing.
>          I'll figure out the exact route and times later for my
>          purposes.
>
>          Example
>
>
>          Practice Dagger combat Stances - Fight - Dagger - 21 days
>          Practice Katai language                        -   9 days
>
>          Day ...
>          Day 12 - Cast Levitation x2 EL1, Invisibility EL0...
>          Day ...
>
>          Keep in mind for magic failure rules for repeats.  The
>          lost days will be good to get everyone back up to full
>          mana though if good winds you may want to buffer it by
>          doing spells for 3 weeks and last week resting IMHO.
>
>          Keep in mind I've not determined random encounters while
>          sailing.  There could and likely will be a combat or two
>          if things go bad.  Monsters, pirates, customs agents, mean wagon
>          salesman and the like.
>
>          There that and the magic items to take/leave is enough homework
>          for you guys.  :)  I know last time I was away a week nothing
>          really got done only 3 whole posts.  So use the time as you
>          see fit.  This will speed things.  It might be a month before
>          we get to Katai (in our real term not game time).  So anything
>          to help speed the process will help.  Doing as little IBT
>          will also speed up things but that is your choice.  If you
>          do nothing though let me know so I can mark it.  Thanks.
>
>   Note: Any experience from this point on in IBT or future combats will
>   earn CPs but they will not be spent till after the adventure.  It
>   is too hard to update 10+ sheets till the end.  :)
>
>
>
>
>
>
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-- 
Wells
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