Alright, been parousing the SBG. Modifyers I see easilly are:
Forest (+0%), Nearest Town -does not exist- (+10%), and Lawless Area (-10%) We're doing all the labour ourselves (-30%) For a total of -30% change. additional 10% discount on wooden walls.
It's *Cough* 1000 GP per stronghold space of wooden walls, and then we have to factor in components.
Packed earth, however, is only 250 GP per space. If we wanted to create a small common area where we could keep things dry and work in, it'd be another 500 GP.
Alright, been parousing the SBG. Modifyers I see easilly are:
Forest (+0%), Nearest Town -does not exist- (+10%), and Lawless Area (-10%) We're doing all the labour ourselves (-30%) For a total of -30% change. additional 10% discount on wooden walls.
It's *Cough* 1000 GP per stronghold space of wooden walls, and then we have to factor in components.
Packed earth, however, is only 250 GP per space. If we wanted to create a small common area where we could keep things dry and work in, it'd be another 500 GP.
So (250+500)*0.7=525 GP worth of raw materials.
We're gonna be at this for a while.
We're not using the bonusses/penalties for surroundings (not just because they add up to 0%). The rest is ok. And it's true, big time construction works better with followers.
But if you plan on building for real, I used a system earlier to speed it up, so you can craft for several weeks/months at once. Basicly each week of crafting has a chance of generating problems/enemies. For the period that you craft, I add up all the problem rolls results and make up something accordingly. I'll look it up tomorrow.
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"Reality is merely an illusion, albeit a very persistent one."
I'm busy getting my house ready for the holidays, bunch of family coming in to town. Can someone do me a favor and give me some food/resource/etc numbers? I'll throw them into the table and track it after this.
That splits it up nicely in case one of the weeks gets interrupted.
Burnheart's checks are all for food. Acanous' checks are all for wood.
Not entirely sure what Deadlykire and TheDivineWind are gathering on their respective weeks.
Edit: After this month, Nathan will craft a set of artisan's tools, then use those tools to craft a set of Masterwork artisan's tools. Then use those tools to craft a Carriage. Carriages are cheaper than a fort, won't anger anyone IC (I think) and sleep two. Three if one uses the floor instead of a bench.
That leaves one person in the front doing watch, which should suit our needs nicely.
I love the SBG for having other people construct your structures, but I always thought it hit roadblocks when it came to fully constructing something yourself. Oh well, I leave it to the DM to figure how much we need to construct something manageable. I just hope we level up enough for our druid to get the plant growth spells, which will speed up considerably the rate at which we can build things/grow food.
My first project will be a set of artisan tools. I'm just gathering materials (as they are only one category). Most likely wood, but some stone too (for tools and such).
The carriage is a good idea, but why? We can build a tree house basically to serve the same purpose. It is the mention of "fort" that got you the response.
A 2nd story single building made of wood actually costs well over 1000 GP by book price. A Carriage costs 100 GP, less if we craft it ourselves. That's why a Carriage instead of a treehouse. Nathan called it a "fort" as in a "Tree fort", not as in a "Fortress", but the miscommunication is funny and IC so not clearing it up there XD
Couldn't find what I used earlier on multiple week crafting. So we'll go with this.
Each week has a 22% chance to generate CR 1 encounter. For the period that you gather and craft I roll this for each week. I then add up the successes. So CR 1 - 2 -3 etc. So sometimes, depending on the duration, an encounter will happen after the gathering/crafting. Of course, you will not know the CR of it. I will roll secretely of course.
I rolled for the 4 weeks, and you got lucky. No encounter!
Crafting goes with normal crafting rules. Houses etc. are very expensive. Then again, time is limitless.
Perhaps it's best to get a blueprint of your plans first, so we can discuss price etc.
Guarding baboons mean you can take 10 on the checks if you want, whenever that would normally be possible. Don't forget about your and there food.
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"Reality is merely an illusion, albeit a very persistent one."
I think that, at the moment, we can focus on resource collection, and putting together tools to improve our collection and processing of items. An axe to take down significantly more wood strikes me as a good start. I'll get working on one next week, as well as anything anyone else can come up with, seeing as I've got a nice bonus towards that end.
I think then, that the first question to ask here is how much room do we have to work with? Assuming we're working on (for now) building just in the tree, and we're using the SBG as a guide since we don't know the specifics of Moranica's system, it would probably be best to cherry pick what we want from the SBG and then use that as the "blueprint" for Moranica to price for us.
So, from the description of the tree, I'd assume we could fit a single stronghold space in the tree, with the possibility of building up for an additional floor (or two? For a total of three floors?). So, first set of questions in order to design the blueprint...
1) How many SSs can we put in this tree, and in what layout?
2) Just a note for everyone to consider... We can only build things out of what we have available. We have no metal, just wood, plant material, stone, bone, and water. A great deal of things can be built out of just those items. Stone tools strike me as a good place to start, especially for wood procurement. I'd also suggest we start making fiber ropes. Tons of uses for that. As I said earlier, I'll get cracking on this. Especially if folks can get me stone to work with.
3) Any chance we can get a rough map of the immediate area around the tree? Setting up some kind of fortification around it might be wise until we get ourselves situated on the tree.
I was actually assuming the "Improvised tools" penalty implied we'd be working with uncut handy rocks and bones from our leftover meals. The first toolkit would be shaped wood and bone, with the second (MWK) being well-crafted woodwork and shaped stone.
But that's just how it works in my head. Do we actually have anyone who took some kind of mining?
They are three full grown oaks. So feel free to go wild and draw something up that works in your imagination. Then try and convince me to allow it.
Deadly is right on the professions. It would be ludicrous to have every group need 10+ professions. So your restrictions are mostly RP-wise. Still, that doesn't mean pieces of metal can be found everywhere, but you might find some ironwood.
I'l work out a map.
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"Reality is merely an illusion, albeit a very persistent one."
They are three full grown oaks. So feel free to go wild and draw something up that works in your imagination. Then try and convince me to allow it.
EWOKTREEVILLAGE! :D
E-boons... Bab-woks...
Anywho, I'd suggest the first "floor" at least 15 feet up with a hatch being the only way to climb up onto the floor without a) amazing leaps from other trees or b) crazy ninja jumps from the trunks and grabbing the outer edge. It should keep most large critters out, even fairly agile ones. A smooth edge with no lip and a sharply angled roof would keep anything from jumping in either. We can just build up as long as the trunk of the trees continue.
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Sort of like that... bad ASCII~
Gives us a large room we can divide into spaces. It would consist of a single SS. If we wanted more we can just build up. Actually a pretty decent defensible location. Hell, a little engineering and we could rig a pully system to help pull folks up for the climbing impaired (read: Humbumble)
Anyway, we're going to need OODLES of materials, and we can start with just the floor of the room and keep building as we go, so we can at least get off the forest floor to avoid many attacks while sleeping, or the next flood, for that matter.
Diving into maptools and such soon, to get something nicer.
The clearing is triangular shaped with up down 200 ft and 100 ft wide. The three trees are more or less in the corner. With the longest stretch between them being 60 ft.
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"Reality is merely an illusion, albeit a very persistent one."
I say lets start on a platform between all the trees. I'm not sure on height off the floor (I've got like no climbing ability I believe). We can always build us a set of stairs that flips up and down.
Well, we could actually start with a wall between all trees. It would be signification easier, considering the 60 foot gap between two of the trees. Then, as we get the materials together, we can move up from there.
I suggest we should work on a simple platform in the largest of the three trees in case the area floods. We can also keep our equipment up there, keeping food, resources, and delicate materials from being eaten by the wildlife. Not to mention somewhere to run to in a pinch.
Then a solid fence covered in brush running between the three trees. The brush is to help make the place look... somewhat more natural while the fence traps anything trying to get through in the brush. In the meantime we could even work to cultivate a live growth of thorny bushes around the wall, making it deadly to enter for weaker critters (subtle damage till they are unconscious, then we can deal with them).
Last, some simple roofed lean-tos would be beneficial, at least one or two in order to keep ourselves out of the elements.
The latter should be simple to set up. Gathering some fresh branches from the surrounding forest and creating a simple frame out of three or four branches. The platform in the tree should be the priority, with the fence last as it will take the longest and be the least useful (though, an excellent start to what will hopefully be a very useful defensive structure.)
I like it!! It's kind of an encampment with a lookout then? This should be easy to build.
To start~ I figure this is a good first-step, providing basic protections against most dangers of the wild. We can continue to update it as time goes on and adapt it to best serve us against our most common dangers.