Session 12 - Sailing to Grissenwald

The group stops in Altdorf to pick up supplies and explore new careers, then travels south to Grissenwald.

This session will probably make for poor listening, since it mostly consisted of learning the new sailing/trading rules, changing careers, and buying supplies. But I guess every once in a while a session like this is necessary. Fear not, the pace will quicken once the party reaches Grissenwald!

Link to download or listen to the session:
Download Session 12
(Right click and choose "save target as" if you want to download it)

6 comments:

  1. Thoroughly enjoying this series, and wanted to say thanks for recording and posting.

    A couple things stood out in this episode, however:

    First, timber is raw logs and lumber is finished logs. That's why you can buy wood from a lumber yard and actually build something with it. :)

    Second, I don't think that the rules around trading and sailing were overly complex or slowed things down too much, you were all figuring it out for the time, so I don't think it's fair to judge the length of time it took this session. (and the petty arguments probably contributed more).

    Looking forward to some plot development next episode!

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  2. Thanks for the lumber lesson!

    The trading rules were good, although in retrospect I would have abandoned the port fees and instead had just a few shillings for a docking fee. But the overall concept was good and easy to grasp.

    The problem with the sailing rolls was that there were too many dice rolls for each decision that needs to be made. This was (somewhat) corrected in a rules revision in a future episode. Another problem was the chances of a mishap were slightly too high.

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  3. I agree with what sounded like you conclusion, 1 roll between towns/cities. I should be running death on the reik next year and will need to come up with the most streamlined/fast trading rules I can. Your notes are a good place to start. Thanks.

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  4. Thats, right, Rob. I've done somethinking into how I'd redo the sailing rules, and came up with a series of rolls that affect the entire journey, rather than doing it day by day. The problem with the day by day approach that I used was the varience gets very high since there are so many opportunities to make dice rolls.

    ======Modified System========
    MAKE EACH OF THESE ROLLS ONCE FOR THE ENTIRE JOURNEY, REGARDLESS OF LENGTH

    Roll for wind strength (D10)
    1: Calm winds, -10% chance of mishaps, -5 Miles Traveled Per Day
    2-7: Light winds: no modifiers
    8-9: Strong winds: +10% chance of mishaps, +5 Miles Traveled Per Day
    10: Stormy weather: PCs choose either +2 days to travel time with no other modifiers or +5 Miles Traveled Per Day and +20% chance of mishaps

    Roll wind direction (D10):
    1-2: Tail Winds: +5 Miles Traveled Per Day
    3-8: Side Winds: no modifier
    9-10: Headwinds: -5 Miles Traveled Per Day

    Roll Against Sail Skill
    Up to 3 characters can participate in sailing the boat. If no sail skill, they roll on AG and add +10 to another character if they succeed. If more than 1 character has the sail skill, they all roll and use the best result.

    3 or more degrees of failure: -5 Miles per day, +10% mishap
    2 DOF: -5 Miles per day, +5% chance of mishap
    0-1 DOF: No modifiers
    0 Degrees of success: +5 miles per day
    1 DOS: +5 miles per day, -10% chance of mishap
    2+ DOS: +10 miles per day, -10% chance of mishap

    Base speed:
    30 miles per day against the current, 35 miles per day with the current

    Chance of a Mishap
    Short Journey (Weisbrook to Altdorf): 10%
    Medium length journey (Altdorf to Nuln): 15%
    Long Journey (Marianberg to Nuln): 25%

    If a mishap occurs, 60% of the time it is a small mishap, 40% of the time it is a major mishap. A small mishap should allow a test to avoid, and if failed cost 1-2 days of delay and/or 3-5 gold to repair. A major mishap should allow a test to avoid the brunt of it (sucess would be similar to a small mishap) and failure be 3-5 days delay with 10-15 gold to repair.

    At the end of all that you should have a average miles traveled per day between 15 and 55 (should be a bell-shaped distribution with an average of about 30) and a mishap chance ranging from 0% to 45% (with a median of 15%).

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  5. Another note: Since the tests are over an extended time, no Fortune Points could be used on the tests.

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