Okko's Report on King's Ten


Okko's Report on King's Ten
Okko seems to warm to his job and appears to be loyal, able and competent from what you observe. He gives you the following report on how he sees things. 

What Okko is buying/building with the 1000 suns (all work listed will be done before next week by the available labor):
1. Two 10-by-30 foot cypress-wood and thatch longhouses. One to be used as a workshop, the other for meetings/light work in the day and sleeping area for 15 at night. 
2. A cypress-wood stockade roughly 6-foot high to enclose the area before a proper wooden palisade can be built. 
3. 10 medium-sized tents for temporary housing 
4. An on-site worker of wood and blacksmith
5. Food for the party and all the hired help for a month. 

What Okko wants to know:
Do you want to keep this site as the basecamp? He lays out the pros and cons of the site below and says that since no work has been done yet that he can hold off on the work above if you want to place it  somewhere else. 

Site Pros
1. The soil seems fairly rich and arable. 
2. Killing off the two crocs seems to have cleared out the area of its most spectacular resident menace. There are normal-sized crocs in the area but nothing as comparable or aggressive.
3. The surrounding flooded areas and serpentine-like higher ground areas are pretty defensible
4. You have plenty of fresh (if brackish) water. 

Site Cons
1. It's in the Weird (makes the hired help extremely nervous and likely to mean higher chances of encountering beings who live in the Weird.)
2. It's surrounded by a swamp (bugs, humidity and mud)


If you do keep the site Okko believes that with a modest budget of 1100 extra suns that he can dam off the semi-flooded area between the big clearing and the two smaller isles creating a much larger farm or settlement area. (He has other proposed plans and costs for expanding the settlement after the first month but will hold off presenting them.)

Comments

  1. I'd say that we should keep it and put 1100 suns into building the dam from the group budget.

    ReplyDelete
  2. Reposting this here for keep sake.
    King's Ten roster:
    8 mercenaries (studded leather, crossbows, hand axed)
    7 mercenaries (half-plate, pikes, long swords)
    20 sailors/laborers
    15 general laborers 
    1 carpenter
    1 blacksmith 
    Captain “Puckereye”, 3rd level fighter
    Juri the Surveyor, 3rd level fighter 
    Okko, acting seneschal 

    Mud Meridian roster:
    Karl Smallberries
    Ruzz Raldren the Astronaut
    20 homeless guys
    Someone else that I am forgetting

    ReplyDelete
  3. Building our new capital in a swamp; have we learned nothing from the US?

    Building in the Weird means that we're possibly going to have a better chance of pushing it back as we expand here, but on the flipside it's going to be a lot more dangerous. Having an attack on the basecamp means that we're in danger of losing supplies and colonists, and morale will be low so we'll need to play things safe - lots of easy, small victories and what creature comforts we can salvage. (Lucrative hauls and loot are also part of that mix I think.)

    Where are the trade cogs? Are they on detached duty with us or are we pretty much on our own? (The followup question, if they're on detached duty with us, is how well are they guarded? and what we can do to prevent the colonists from attempting to flee with our only ships?

    (Also what is Mud Meredian?)

    ReplyDelete
  4. Humza Kazmi one cog has sailed back to Kezmarok and will basically run a packet circuit from the Feral Short to home on a semi-frequent basis. The other cog and its crew is on hand at King's Ten for a month before rotating out.

    ReplyDelete
  5. OK. So if things go super-pear-shaped it's not likely that we'll be abandoned at the shore with no way of getting back reasonably.

    (The Anabasis is awesome but I don't think we want to emulate it.)

    ReplyDelete
  6. And you also have the sub (which I will assume will account for some of the handwaving like being able to sell things quickly and move PCs and small amounts of NPCs to the FS).

    ReplyDelete
  7. I vote to keep the site, and invest 1100 Suns into land reclamation.
    Also, here is a google doc anyone with the link can edit for keeping track of our personnel, etc. https://docs.google.com/document/d/12-OXQjLoNxtfJDg_0lE64SXExwDgTokmTcpHpahkISw/edit?usp=sharing

    ReplyDelete
  8. Humza Kazmi - Mud Meridian is the group's plan to set a group of marauders traveling up and down the upper unoccupied river course, under the leadership of Karl. Karl hired 30 of the hardiest-looking wild-eyed homeless dudes of Kezmarok for the purpose.

    ReplyDelete
  9. ...
    I can see my absence and lack of catchphrase have lead to some...unusual results. :P

    ReplyDelete
  10. Alright, looks like we're investing the 1100 then. Will subtract from group fund. Freeing the river without drowning our allies should serve an interesting problem to solve, at least. Sounds fun.

    Frank Black & the Catholics ~ St. Francis Dam Disaster

    ReplyDelete

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