From lev at rpgreview.net Mon Aug 13 01:41:01 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Mon, 13 Aug 2018 11:41:01 +1000 Subject: [Questworld] Treasure In-Reply-To: References: Message-ID: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> On Sun, August 12, 2018 11:45 pm, Andrew McPherson wrote: > > Here is the list of treasure found in the The Baron' s keep. > > Books, all training manuals, > 1H Sword (75%att/75%par) > Pike(65%att/65par) > Ball and Chain (75%att) > Shield defense (75%) > Intensity 80% > Multi spell 80% > Enhance Dex 70% > Fly 60% > Range 50% > > gold and silver bars at the value of 3500p/marks > 1000 wooden marks > trade goods value of 30,000 p > 1000 silver coins worth 5p each > 12 jewels worth 300p each. > suit of plate armor(size 12) worth 5000p half price > Assorted armor and weapons worth 6000p half price > > 1 penny equals 1 mark. All of this really helps our finances. Our two sorcerers now have sufficient training manuals to bring us up to the heights of Adept level. It's probably about time that we started up a list of our shared assets and where all these things are located (presumably in our stronghold). I'm happy to start this if others are happy with it. -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Mon Aug 13 01:46:10 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Mon, 13 Aug 2018 11:46:10 +1000 Subject: [Questworld] Treasure In-Reply-To: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> Message-ID: On Mon, August 13, 2018 11:41 am, Lev Lafayette wrote: > > All of this really helps our finances. Our two sorcerers now have > sufficient training manuals to bring us up to the heights of Adept level. > > It's probably about time that we started up a list of our shared assets > and where all these things are located (presumably in our stronghold). > > I'm happy to start this if others are happy with it. To kick this off some of the things I will need to know.. Income ------ What land-rents are we getting from the neighbourhoods we manage? How many blocks of land? Expenses -------- How much are we spending on Local security (i.e., Reaver patrols) Infrastructure and Maintenance (which should be most of the above) Surplus (for new infrastructure, new staff etc) -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Mon Aug 13 01:46:51 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Mon, 13 Aug 2018 11:46:51 +1000 Subject: [Questworld] Treasure In-Reply-To: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> Message-ID: Also apologies to Tim for not having you on the list previously... -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Mon Aug 13 01:47:50 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Mon, 13 Aug 2018 11:47:50 +1000 Subject: [Questworld] Treasure In-Reply-To: References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> Message-ID: <5b4c2c737908dcb9a2c1d00698da128d.squirrel@webmail.rpgreview.net> On Mon, August 13, 2018 11:46 am, Lev Lafayette wrote: > > Also apologies to Tim for not having you on the list previously... > Ditto Mike :) -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Mon Aug 13 05:19:55 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Mon, 13 Aug 2018 15:19:55 +1000 Subject: [Questworld] Treasure In-Reply-To: <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> Message-ID: <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> On Mon, August 13, 2018 2:17 pm, Andrew McPherson wrote: > > I get a budget up for you. Need to hire a trustworthy accountant ? As long as we keep the complexity low, we won't need another vector of corruption, I mean an accountant. -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Mon Aug 13 05:27:51 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Mon, 13 Aug 2018 15:27:51 +1000 Subject: [Questworld] Treasure In-Reply-To: <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> Message-ID: On Mon, August 13, 2018 3:19 pm, Lev Lafayette wrote: > > As long as we keep the complexity low, we won't need another vector of > corruption, I mean an accountant. Just another thought... Who owns the Baron's Keep now? Do we own it by right of conquest from a murdering bloodsucking monster whose will and testament is null and void in virtue of being a creature of Chaos? If so, it might make a nice public library. A LIBRARY! In the slums of Eldarad no less. Hmmm.. Maybe we need a school there as well. And speaking of Eldarad, this is what some RQers in the past thought of it. http://rpgreview.net/mob/revieweldarad.html We've probably put more effort into developing it than any other group :) -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Mon Aug 13 06:36:10 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Mon, 13 Aug 2018 16:36:10 +1000 Subject: [Questworld] Treasure In-Reply-To: <0cd6728c-24d3-3214-06e7-4ad2fac4ba37@netspace.net.au> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> <0cd6728c-24d3-3214-06e7-4ad2fac4ba37@netspace.net.au> Message-ID: <30c80d98580269c37e3db6596477fcd4.squirrel@webmail.rpgreview.net> On Mon, August 13, 2018 4:15 pm, Andrew McPherson wrote: >> > You can take over the Keep and its presence in the artisans quarter. The > city desperately need a school . It can also include a small library. You > might attract a knowledge god initiate to run it ? Let's advertise among the knowledge god (Lhankor Mhy by another name) temple for a chief librarian and teacher. If demand is sufficient we'll get a second teacher etc. We can offer places for young people and even illiterate adults to learn to read and write with a cost-based fee for teaching plus 20% for building maintenance and library expansion. Likewise we should open a trade school for building works and crafts, concentrating on people from our areas. After all, we have a public works budget, which means we need someone to do the work! 'MEGA!' is our campaign slogan! MAKE ELDARAD GREAT AGAIN! :) > The link for the review does not work ? ( for me ) It should! Verbatim text follows. There's also a picture of people burning the supplement at a RuneQuest convention! :) The Lost City of Eldarad Review copyright ?? 1991, 1999 by Michael O'Brien Author: Chris Watson Editing, Production: Nick Atlas, Jean Baer Illustrations: James Holloway (cover), J.E. Randall, Terry Thompson Company/Publisher: The Avalon Hill Game Company Cost: A$35.00 (original retail price) In several ways, The Lost City of Eldarad is a radical departure from previous Avalon Hill RuneQuest products. Unfortunately, it is not a successful departure. Written and developed without Chaosium influence, Eldarad is set firmly in RuneQuest Gateway, although, as with Griffin Island, the usual half-hearted attempt has been made to find a place for it in Glorantha. Like Griffin Island, this section smacks of contrivance and probably won't wash with most ardent Gloranthaphiles. I guess then, Eldarad is aimed at those who play RQ outside the Glorantha campaign world. Such players must be warned, because although the NPCs described within might be worshippers of the "Storm God" or "The God of Mercenaries", they use divine magic right out of Gods of Glorantha and Troll Gods, and there's no "Deluxe Rules" section in Eldarad to help out Gamemasters who haven't got access to these works. Unlike previous productions, Eldarad comes in a flimsy card wallet, which unfolds into a full-colour 22" x 17" map of the "lost" city. In addition, there are also two smaller maps on the inside covers. James Holloway's cover art is polished, yet generic, and shows a mysterious man standing in front of the ruins of the city. Sadly, the ruins themselves are all but invisible, obscured by the back-cover blurb. Inside, you get the 54 page "City Book" , the 57 page "Adventure Book" (not 64 pages, as claimed in the blurb), a 32 page "Map Book", a nicely painted map of the lands around Eldarad and a game aids chart. The campaign map shows off the much-maligned D. Dobyski's skill at graphic design. Unfortunately, the rest of the maps don't come up to this standard, in particular, most of the building plans in the Map Book are quite uninspired. In fact, the map book as a whole is a shambles. Unlike the other two books, it is devoid of both an index and page numbers, which makes finding your way around it difficult to say the least. What's more, although you may be reading about a specific place in either the City Book or the Adventure Book, it's up to you to go to the Map Book to see if there's actually a map of the place you're reading about! One wonders why an omission such as this was not picked up and rectified during the editing process. The illustrations are again the full-page format of recent AH productions, although they are a slight improvement over those in Troll Gods or Elder Secrets. Unfortunately, both artists have elected not to ink their sketches, which give them an unfinished look. I'm told production constraints force AH to only use full-page illos, but I couldn't help thinking these pics would have looked better in reduction. Well, what exactly is the "Lost City" of Eldarad? To quote from the introduction, "Eldarad is an ancient, ruined city, famous world-wide... ...Eldarad is no longer a functional city... it is a great mass of ruins, haunted by looters, ragged warriors, adventurers, beggars, and worse, all searching for gain or trying to survive." Hey! Hang on a minute, doesn't this all sound familiar? I draw your attention to the 1983's RuneQuest 2 production Big Rubble. In its introduction we read "The Big Rubble is a vast area enclosed by giant-built walls... only thousands of acres of ruin and destruction remain, full of robbers, outcastes and inhuman monsters." Yes, unfortunately, Eldarad is a lot like Big Rubble, and it is inevitable that comparisons will be made. After suggestions as to where Eldarad could be placed (including 3 incredibly pointless maps showing various routes to the sea), the City Book begins with a potted history of the Eldarad region. It's an astonishingly dull read, lacking the flair, imagination and scope of the background material in either Big Rubble or Pavis. Who the original founders of Eldarad were is left vague, except that they were "great tomb builders" who left "much wealth". We are told that "knowledge of their habits, language and even their appearance has been lost in the river of time". Gee, they must be pretty featureless tombs then! The author recommends that player characters should not be Eldarad locals, because of unexplained "inherent problems". My guess is that much of the adventuring activity suggested involves looting tombs, and the locals take a dim view of grave robbers. Why is this necessarily a problem? Why couldn't an adventuring party consist of outraged locals defending their sacred sites against the greedy outsiders? What follows next is perhaps the only notable feature in the pack. Eldarad has a barter economy, and the author has devised an interesting system of "Barter Classes" to determine the relative value of items. The system relates various items to their equivalent in "days of labor". The rest of the City Book is taken up with encounter tables and unnecessarily detailed building descriptions. Moving around Eldarad seems to be a little like the randomly generated D&D dungeon of old. Locations are randomly rolled, which must make a consistent mapping approach to the city difficult. Specific locations are also detailed, including a Storm God temple, a section of the Artisan's Quarter, a sorcerer's tower, a thieves' den, a chaos garden (in which encounters happen at the ludicrous rate of one per melee round!), and so on. Whereas Big Rubble gave the Gamemaster a 96 page book with 7 separate scenarios, the Eldarad Adventures Book contains but 2, which occupy only 24 pages, 13 if you don't count illustrations or stats. There are also 2 1/2 pages of "Scenario Ideas", which look as if they were added as an afterthought. The rest of the book contains descriptions of areas around the city, similar in style and format to that in the City Book. I suspect that the only reason why this section was included in the Adventure Book was to pad it out to a respectable length. Both scenarios are poorly plotted and lacking in verve. While the first features a menacing sub-plot, the players have no way to find out about it, and in any case can't stop it once it starts! The second is confusingly written and padded out with tedious room descriptions. Perhaps in an attempt to excuse the dearth of scenarios, the author has laden the various tombs and Eldarad locals with truly amazing quantities of loot (including extremely powerful magic items) that will unbalance a campaign in no time. Unlike Pavis, Big Rubble or that masterpiece of RQII scenario packs Borderlands, Eldarad is a chore to read and, I suspect, would be a chore to play. It is not helped by the unimaginative layout and generally clumsy writing style throughout. We can perhaps forgive the odd typo, e.g. nomads consistently "wonder" about in Eldarad, but the author has an annoying habit of putting superfluous detail in brackets all the time, sometimes up to three times in a paragraph. As an example, in The Adventure Book we are told "The tomb contains the corpse of a woman (determined by the mode of dress)". Surely it would've been simpler to write, "the tomb contains a corpse in woman's clothing". We also have to contend with contrived dramatic devices, such as the plot device who speaks using... ...irritating pregnant... ...pauses......for no apparent reason. I thought it was only in games like Paranoia that NPCs spoke like that. There are also some quite bizarre mixed metaphors. We are told during the description of Old Irnal the shearer that "...one can make a right pigs ear of a fleece if one does not know what one is doing"?! Particularly grating is the author's refusal to acknowledge the existence of compound words or hyphens: instead of "down-on-their-luck bodyguards", you'll have to struggle through "down on their luck body guards". The author is also not afraid to split infinitives or insert, commas, in the most unlikely of places. I tried to like Eldarad, honestly I did! It represents a new editorial direction at Avalon Hill (Nick Atlas, whose since gone through the revolving door at AH) , and is part of a sincere attempt to bolster RQ's flagging sales. Unfortunately, it lacks almost everything the old RQ II top-sellers had: clear, concise writing, imaginative background, exciting scenarios and impressive production standards. When one thinks of the projects AH could have run with - Prax Pack, Pent Pack and several others of an equally high standard - one wonders why the heck they chose Eldarad. I suspect the reason might have something to do with Eldarad being non-Gloranthan, and therefore, not subject to the stringent, high standards Chaosium demands for AH's Gloranthan pieces. Sadly, if Eldarad bombs, and I have every reason to think it will, AH's newly-found enthusiasm for their troublesome role-playing game could quickly wane. For this reason, I hope it sells like wildfire. But I doubt it. MOB's rating: The MiG however, commends the book for its excellent incendiary qualities Eldarad - Another Perspective By Graeme Prowse copyright ?? 1991 This is taken from a letter Graeme sent to Nick Atlas, the RuneQuest Editor at Avalon Hill in 1991: I fairly recently acquired a copy of the latest release for RuneQuest (RQ) i.e. "Eldarad The Lost City". This is my reaction about the release. This feedback takes the form of my impressions of reading the whole supplement, start to finish. At least, that was my intent. To give you some idea of my background, I have played RQ since 1984, and own copies of almost all published information about both RQII and RQIII. Firstly, the cover/map. The cover artwork is very impressive, conveying an air of mystery about the grim figure striding out of the mist. However, there seems to be no connection between the figure a lost city. Where is it? Is the man looking for it? Is he lost? The description of the supplement on the back cover states that "multitudes" have come to Eldarad to seek their fame and fortune. If the city is truly "lost", as the title states, how did so many people get there? The basic inconsistency strikes at the very base of the reasoning behind the supplement, which appears to be a large lost city, waiting to be plundered by a group of hardy fortune-seekers. Opening up the cover, maps of the Artisan's Quarter and the Slums are seen. These appear to be fairly well thought-out and eminently useable. Minor quibbles that occur to me include: 1. A ruin-grading system similar in concept to the one used in the RQ2 supplement Big Rubble may have had application here. Many of the people who play RQ do so for the realism that it provides. This gives scenario/supplement writers a high standard to aim for. Breaking down ruins into "useable" and "unuseable" seems a bit too simplistic. I'm sure that Chaosium would have allowed the use of the rubble grading system in Eldarad. In contrast, the random character charts have five different levels of ruins. Consistency is a necessary part of any good supplement. 2. Perhaps the two maps could have been combined into one. This would have made tracking the movement of player characters easier. The main map is quite well-executed, and easily gives the GM the overall feel for the city and what general areas it contains. The map of the Chaos Quarter and Lost Quarter is very poorly done. It appears to be hastily put together, and nowhere near the quality of the other maps. The main map gives much better quality information about these areas. The location lists could have perhaps been incorporated into the main map. A basic problem that reduces the usefulness of all the maps considerably is that none of them has a scale of distance that can be related to any other. For instance the main map shows the Artisans Quarter to be approximately 1.5 kms in size east-west, the specific map of that quarter shows it be over 3 kms wide, whilst the Chaos/Lost Quarter map shows it be less than half a km wide! These maps should flow together better than this. At this point I began to question whether the supplement was proofread at all. A GM of Eldarad cannot trust the published maps at all without recalibrating the scales and proofreading any of the published adventures to confirm the accuracy of distances. The "wandering monster" charts are fairly straightforward. Presumably the books have backup information for these encounters, such as frequency and general description of the encounter (such as appeared in the RuneQuest Cities book). I was surprised at the frequency of encounters in the Chaos Garden - one every melee round. That equates to one every ten seconds! This raises the question: if there are that many of them that a party encounters some every ten seconds why haven't the chaos hordes put the whole city to the sword (or at least taken over) ? Even five Death Lords and their followers would be hard-pressed to survive, let alone clear the area of chaos. The "Lands Beyond" map is physically of high quality, and shows a number of places that the name alone would lure an intrepid adventurer to explore their mysteries. The fact that there appears to be three established trade routes gives me the impression that the city is not even misplaced, let alone lost! The "City Book" and "Adventures Book" appear in the by-now familiar low-quality and low-durability paper cover. Surely thick cardboard doesn't cost that much! The "City Book". An index on the back cover is appreciated. The artwork is a slight improvement on recent offerings. Perhaps some smaller drawings could also have been used to break up the slabs of text. This is especially apparent as all the maps have been placed in a separate book. Page One. The first sentence blows away the myth about the city being at all lost. The rest of the first paragraph is nonsensical. If the "City Dwellers" were that keen on death and the afterlife, why don't their tombs reflect this, and provide clues about "their habits, languages, and even their appearance"? It would, quite frankly, be impossible to place Eldarad into Glorantha. Any city that was "famous worldwide" (quote from page one, line one) would have to figure prominently in either or both of the history of Glorantha, or in AH's supplement 8 Glorantha:Genertela. As is patently obvious, this is not the case. Wouldn't the God Learners have at least visited the place during their long years of domination. The "unnamed sea" to the north of Peloria is actually named the White Sea, as any map of Glorantha will tell you. The maps on page two are so basic in concept that any GM with the ability to hold a pencil could have coped admirably without the prompting provided. The history/development section is unlikely to be used by anyone. Any GM who tries to fit Eldarad into his/her campaign will have his/her own general history of the world and will continue to use it. Glorantha obviously has its own history, into which Eldarad does not fit. The tone of this history reads like an early AD&D module - it is superficial and no other releases for RQ has a compatible background. For example, where did the trolls that Boarn allied with come from, and why did they build and then abandon their temples in the city, especially as they are still living in the city? At this point I gave up on Eldarad, and decided that it wasn't worth the effort that would be required to run it properly. Overall, Eldarad appears to have been an attempt to follow the format used in the RQII supplement Griffin Mountain. However, it is not as complete, as well thought-out, or as well put together. Whilst the continued viability of RQ requires that new material be published on a regular basis, poor quality releases serve only to damage the credibility and reputation that RQ has gained over the last dozen years. Whilst I realize that Nick Atlas has only been in his job for a short time, he must be more stringent with his publishing guidelines in future. Avalon Hill should perhaps consider releasing updated supplements originally published in RQII, such as an expanded Borderlands, or completing Prax Pack or Pent Pack, both of which have been rumoured for well over a year. -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Mon Aug 13 23:28:11 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Tue, 14 Aug 2018 09:28:11 +1000 Subject: [Questworld] Make Eldarad Great Again! In-Reply-To: <6ade7624-7c87-4508-e102-95cfc52916ce@netspace.net.au> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> <6ade7624-7c87-4508-e102-95cfc52916ce@netspace.net.au> Message-ID: <75dd0284ddd8a78d74a1bf9438960199.squirrel@webmail.rpgreview.net> On Tue, August 14, 2018 9:23 am, Andrew McPherson wrote: Budget for The Ex Reavers. Income Approximately 4000 renters in the Slums at average rent of ? a mark or goods inkind daily. Collected once per week. To a total of 104,000 marks and trade goods per year. There is a 5% waste from trade goods and marks, corruption and renters unable to pay rent. This comes to net profit of 98,800. Spending 75 reavers at the cost of 2 marks a day. Total for year 54,600p 5 reavers at Luitenants pay of 5 per day. Total of 9,100p Conditions are that bonuses are given out for bravery and good conduct. Total of 7000p They have free housing at the reavers compound, where they keep pigs and have communal meals (meals at cost). Cost of repairs and improvements to compound 1000p The reavers do not have good armor, may need a to be included in budget, up to the decision of counsel. Cost of repairs and building on rental asserts 10000p Total costs equal 81,700p SubTotal of surplus 17,100p School and Library Teacher wages at 10p a day at a total of 3640p. Conditions: no more than 20 students and that 10 of these students have scholarships and live at the school(The Keep) at no cost. Purchases on books 1200p. Total surplus 12,260p. -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Tue Aug 14 00:50:56 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Tue, 14 Aug 2018 10:50:56 +1000 Subject: [Questworld] Make Eldarad Great Again! In-Reply-To: <75dd0284ddd8a78d74a1bf9438960199.squirrel@webmail.rpgreview.net> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> <6ade7624-7c87-4508-e102-95cfc52916ce@netspace.net.au> <75dd0284ddd8a78d74a1bf9438960199.squirrel@webmail.rpgreview.net> Message-ID: <6e821282f402a22468a1b2100a70de5d.squirrel@webmail.rpgreview.net> On Tue, August 14, 2018 9:28 am, Lev Lafayette wrote: > > The reavers do not have good armor, may need a to be included in budget, > up to the decision of counsel. We have a surplus per annum of 17,100p. I suggest we seek a bulk discount for a uniform for our Reavers. We can't have our men going around in shoddy rags! They're professionals! 75 suits of new stiff leather (2 point armour) will cost 7500 pennies. 5 suits of cuirboulli (3 point armour) for the lieutenants will cost 1125 pennies. Also, I suggest that they have a name change. The "Reavers" implies that they are raiders c.f., https://en.wikipedia.org/wiki/Border_Reivers Whereas a "Reever" would suggest a magistrate and law enforcement officer. Which does imply that we should start having a few laws as well. https://en.wikipedia.org/wiki/Reeve_(England) > Cost of repairs and building on rental asserts 10000p We'll keep the roads clean and well maintained at the very least. Water supplies? Sewerage? -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From timothy.rice at unimelb.edu.au Tue Aug 14 01:15:01 2018 From: timothy.rice at unimelb.edu.au (Timothy Rice) Date: Tue, 14 Aug 2018 11:15:01 +1000 Subject: [Questworld] Make Eldarad Great Again! In-Reply-To: <75dd0284ddd8a78d74a1bf9438960199.squirrel@webmail.rpgreview.net> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> <6ade7624-7c87-4508-e102-95cfc52916ce@netspace.net.au> <75dd0284ddd8a78d74a1bf9438960199.squirrel@webmail.rpgreview.net> Message-ID: <20180814011500.GC27357@sleipnir> > School and Library > > Teacher wages at 10p a day at a total of 3640p. Conditions: no more than > 20 students and that 10 of these students have scholarships and live at > the school(The Keep) at no cost. Purchases on books 1200p. The curriculum should include basic training in sorcery. That is how it is done in the big smoke of Roldem, civilisation is paved with the rejection of superstition and the cultivation of self-empowerment through knowledge. ~ Kether From lev at rpgreview.net Tue Aug 14 01:24:25 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Tue, 14 Aug 2018 11:24:25 +1000 Subject: [Questworld] Make Eldarad Great Again! In-Reply-To: <20180814011500.GC27357@sleipnir> References: <813be186962a283c971a1aca5e2a6036.squirrel@webmail.rpgreview.net> <6493511b-b6b4-b46c-000e-e008c3a197c4@netspace.net.au> <87236b01cfcdf118d6f2c1d95445557f.squirrel@webmail.rpgreview.net> <6ade7624-7c87-4508-e102-95cfc52916ce@netspace.net.au> <75dd0284ddd8a78d74a1bf9438960199.squirrel@webmail.rpgreview.net> <20180814011500.GC27357@sleipnir> Message-ID: <960cad24692e3d96d9d572a006a5e696.squirrel@webmail.rpgreview.net> On Tue, August 14, 2018 11:15 am, Timothy Rice wrote: > > The curriculum should include basic training in sorcery. That is how it > is done in the big smoke of Roldem, civilisation is paved with the > rejection of superstition and the cultivation of self-empowerment through > knowledge. Kether, that would be good for advanced students. The others might need to learn to read, write, and add up stuff first! A bit of Human Lore (civics), and Crafts will be useful for practical tasks etc. But I'm sure you will find an apprentice or two :) -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From and11 at netspace.net.au Tue Aug 14 09:24:20 2018 From: and11 at netspace.net.au (Andrew McPherson) Date: Tue, 14 Aug 2018 19:24:20 +1000 Subject: [Questworld] Building Eldarad Message-ID: > Cost of repairs and building on rental asserts 10000p We'll keep the roads clean and well maintained at the very least. Water supplies? Sewerage? The sewage runs through the gutters and streets but disappears when it rains, suggesting the grates and? pipes are intact but require large amounts money to fix.? There needs to have protection for people working in the pipes. It is connected to the chaos quarter and the Trolls had a large defeat some months ago. There are wells in the Slums and? Artisans quarters but no running water.? If it rains a lot, the water is probably contaminated. Sorry but total surplus is 12,260p after the School, it does not pay for itself.? Any funds raised through teaching is kept by the Teacher.? At least you have a library. 10,000 goes to maintenance and building new houses and apartments. The roads are clear of rubble, but not very clean i.e. sewage.? The workmen build about 10 poor shacks and 4 or 5 commoner's houses (better rents), depending on the repair budget. The Reivers? or Slum Reivers ( just a joke) are also protection for the slums. Remember that the Choas Compound is less than 500 meters away. There still is a thieves guild, and Slavers compound. The other landlords have control of the other half of Eldarad. Some get better rents from more productive renters, but is divided into 10 Landlords. Who have broken out of a spell - once the Baron was destroyed.? Mistarnal the Good is now the leader of the Landlords and pushing for a council to control the city. But, choas is near and always a threat to the city's peace. Andrew M. -------------- next part -------------- An HTML attachment was scrubbed... URL: From lev at rpgreview.net Tue Aug 14 14:05:49 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Wed, 15 Aug 2018 00:05:49 +1000 Subject: [Questworld] Building Eldarad In-Reply-To: References: Message-ID: <6f63256ed420a4ffbcd060afc7ca097f.squirrel@webmail.rpgreview.net> On Tue, August 14, 2018 7:24 pm, Andrew McPherson wrote: > > 10,000 goes to maintenance and building new houses and apartments. The > roads are clear of rubble, but not very clean i.e. sewage.? The workmen > build about 10 poor shacks and 4 or 5 commoner's houses (better rents), > depending on the repair budget. I was planning on letting people invest in the own buildings as they see fit, whilst we concentrate on improving the public estate. If they want to live in a hovel (and pay the ground rent) in our paradise, that's up to them. Most people will end up wanting a building that fits the surroundings. > The Reivers? or Slum Reivers ( just a joke) are also protection for the > slums. Remember that the Choas Compound is less than 500 meters away. Yeah, that's something we should get rid of. Whilst there's chaos there's trouble. > The other landlords have control of the other half of Eldarad. Some get > better rents from more productive renters, but is divided into 10 > Landlords. Who have broken out of a spell - once the Baron was > destroyed.? Mistarnal the Good is now the leader of the Landlords and > pushing for a council to control the city. But, choas is near and always a > threat to the city's peace. Is "the Good" an appellation that other people have given Mistarnal, or is it something they've chosen themselves? :) If the latter, we should be cautious! -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From lev at rpgreview.net Tue Aug 14 21:25:09 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Wed, 15 Aug 2018 07:25:09 +1000 Subject: [Questworld] Building Eldarad In-Reply-To: <6f63256ed420a4ffbcd060afc7ca097f.squirrel@webmail.rpgreview.net> References: <6f63256ed420a4ffbcd060afc7ca097f.squirrel@webmail.rpgreview.net> Message-ID: On Wed, August 15, 2018 12:05 am, Lev Lafayette wrote: > > I was planning on letting people invest in the own buildings as they see > fit, whilst we concentrate on improving the public estate. If they want to > live in a hovel (and pay the ground rent) in our paradise, that's up to > them. > Nota bene: This is with exception of ruins that aren't owned by anybody. In this case we can build, operation, and transfer from the public sector to the private (which is the reverse of what happens in the real world..) > Yeah, that's something we should get rid of. Whilst there's chaos there's > trouble. At the moment we should have increased patrols where our zone is near the chaos region. We should strengthen start planning with the trolls to take the chaos neighbourhood down and out of action. However we'll want to be Rune level before we start any of that.. -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt http://www.quicksales.com.au/shop/RPG-Review.aspx From and11 at netspace.net.au Wed Aug 15 05:03:05 2018 From: and11 at netspace.net.au (Andrew McPherson) Date: Wed, 15 Aug 2018 15:03:05 +1000 Subject: [Questworld] Time to prepare Message-ID: <25238027-4078-5e8f-aac1-a91d39f9bf52@netspace.net.au> Hi All, I was going to suggest we have a break of twelve weeks for the player characters as they can prepare for tomb robbing. In particular The Tomb of Yardadier Trade Lord. We can use Tim 's formula for training. The expedition to the Tomb might take 1 or 2 weeks. It is in the Chaos Marsh. Regards Andrew McPherson. From timothy.rice at unimelb.edu.au Wed Aug 15 05:12:21 2018 From: timothy.rice at unimelb.edu.au (Timothy Rice) Date: Wed, 15 Aug 2018 15:12:21 +1000 Subject: [Questworld] Time to prepare In-Reply-To: <25238027-4078-5e8f-aac1-a91d39f9bf52@netspace.net.au> References: <25238027-4078-5e8f-aac1-a91d39f9bf52@netspace.net.au> Message-ID: <20180815051220.GG22379@valravn> > I was going to suggest we have a break of twelve weeks for the player > characters as they can prepare for tomb robbing. In particular The Tomb of > Yardadier Trade Lord. We can use Tim 's formula for training. The expedition > to the Tomb might take 1 or 2 weeks. It is in the Chaos Marsh. Nice. I'll focus on building a better crossbow, and improving the skills required to become a sorceror apprentice. ~ Tim From and11 at netspace.net.au Wed Aug 15 07:46:15 2018 From: and11 at netspace.net.au (Andrew McPherson) Date: Wed, 15 Aug 2018 17:46:15 +1000 Subject: [Questworld] Mistarnil Message-ID: Is "the Good" an appellation that other people have given Mistarnil or is it something they've chosen themselves? :) Mistarnil has been called "the Good" by Thorgrim the Barbarian as he is a good initiate and looks after the renters in his area. He commonly repairs and upgrades his buildings. He often partakes in repairs, himself, and is a self taught carpenter. He also been noticed as a partner of the downfall of "The Spear Men" as your group also became famous from that expedition. We should also consider a name for your group and the Reivers? We can list possible names and you can decide next RQ meeting ? regards Andrew McPherson. -------------- next part -------------- An HTML attachment was scrubbed... URL: From lev at rpgreview.net Sun Aug 26 06:34:18 2018 From: lev at rpgreview.net (Lev Lafayette) Date: Sun, 26 Aug 2018 16:34:18 +1000 Subject: [Questworld] RQ tomorrow In-Reply-To: <000001d43c6b$877201f0$965605d0$@optusnet.com.au> References: <0b9efd4d-ffd1-27a0-2bde-4f0e2596dbbc@netspace.net.au> <000001d43c6b$877201f0$965605d0$@optusnet.com.au> Message-ID: <46f2a56308c68718f056ad7427bcfe50.squirrel@webmail.rpgreview.net> On Sat, August 25, 2018 10:02 pm, Michael Hill wrote: > > The split on the last game 4 ways is 7,500 trade goods, 1625 marks and > 4400 pennies. No one wanted the plate armour so I sold it and the other > weapons and armour for half pennies half marks. I will need some details > on how the book for dex works. Possibly would have been a good idea to provide the plate for an elite guard. Still, we don't really have henchmen of that standard yet. -- Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech Mngmnt) (Chifley) mobile: 0432 255 208 RFC 1855 Netiquette Guidelines http://www.ietf.org/rfc/rfc1855.txt RPG Review Cooperative, Inc. http://rpgreview.net