Michael Yang
United States Fresno California
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The rules for crossing a river only require that you don't get lost in the crossing and don't get blocked by a river event (e122 is a river event). At this point, you are on the other side of the river (but technically still in the original hex) and only need to not get lost entering the terrain on the other side of the river.
So, what is the point of the first paragraph of e122. If I don't pay the 1 Gold per character/mount, then can't I just ignore this event and cross over the river? Is the e122 event blocking your progress, unless you pay the 1G? (i.e. The raftsman has the only suitable craft for crossing the river at this point. If you don't pay, you have to search tomorrow for a different place to ford the river.)
e122 Raftsmen You meet raftsmen at the side of the river, (or 1 gold piece they will transport you across, along with any members of your party and mounts that you wish. Alternately, starting tomorrow, you can hire them for travel up or down the river. See r213 for details.
River Crossing (r204e): if your travel takes you over a river, you must first consult the Travel Table (r207) for getting over the river without getting lost (r205), and then for a possible event crossing the river, by using the "River" line of the table. If this doesn’t prevent you from crossing, you then enter the hex on the other side, check for getting lost moving into that hex, and any travel events for the terrain entered there. ...
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Darrell Pavitt
United Kingdom Unspecified Unspecified
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For one thing, its 1 gold total, not 1 per character or mount.
The advantage is that you do not roll to get lost crossing the river. You only need to check for the terrain on the far side. Normally, you need to roll twice, once to get across and then again on the other side. The raftsmen negate that first roll.
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David Bate
United Kingdom
Staffordshire
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CapNClassic wrote: (or 1 gold piece they . . .
I spy an OCR error, IIRC it should be "For 1 gold piece . . ."
The OCR doc was submitted for checking but was released before proofing was finalised. One day I may get round to a 'clean' version.
EDIT: Even with my new glasses I can't type to save my life two three typos stamped on.
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David Bate
United Kingdom
Staffordshire
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This is one of the odd circumstances in BP. The river crossing is a nested event within a normal travel action.
As I see it you decide to cross the river and enter the hex on the other side.
Start --> Check for getting lost crossing the river. (This represents looking for a fordable point on the river. If you get lost you don't cross and so no river event happens) Check for a river event (see if something happened while trying to cross but only if you successfully cross it).
Assuming you are safely across the river (you are still in the starting hex)then you have the main Lost check for moving into the new hex (check against current hex). Then check for a normal travel event based on thre hex you are entering.
Now the raftsmen.
Yes the first part does seem redundant and I suspect the "no event on a failed crossing" rule may have been added after this event was created.
It is only effective after you cross, no use at all before. So it becomes an option to cross back (Oh dear I've left my best cloak in a cache on the other side and it looks like rain. I better go back), or the option to use the river as a moving road (r213).
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David Bate
United Kingdom
Staffordshire
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River Crossing (r204e): if your travel takes you over a river, you must first consult the Travel Table (r207) for getting over the river without getting lost (r205), and then for a possible event crossing the river, by using the "River" line of the table. If this doesn’t prevent you from crossing, you then enter the hex on the other side, check for getting lost moving into that hex, and any travel events for the terrain entered there. If you are flying, you can fly over a river and ignore all crossing problems (do not check for getting lost crossing the river, and do not check for river crossing events).
River Crossing (r205d): if your party is trying to cross a river, first check to see if you get lost in the crossing. If you do, this represents an inability to find a proper crossing place (ford, place to swim, materials for a raft, etc.). There is no travel event afterwards. If you are following a road or airborne; you can cross a river automatically. Crossing by road implies that a permanent bridge exists there (such as one between hexes 1318 and 1319). Once you cross the river, you must still check for getting lost in the terrain of the new hex you are trying to enter. If you get lost after you cross the river, you count as across the river, but are still in the hex where you started the move. Tomorrow you can try again to enter a hex on the opposite side of the river. For example, if you start in 1017, try to cross to 1118, and cross the river but get lost going into 1118, you end your move back in 1017. However, you are now over the river, so tomorrow you can try to enter either 1016, 1117 or 1118, which are all over the river, and next to the place where you start.
r213 Rafting on the Rivers You have the special option of using raft travel along the river, instead of normal travel each day. When raft travel is available, you ride the raft until you get off (by selecting a daily action other than raft travel), or when you roll "12" with two dice after each day's travel The latter represents the raft reaching a stopping point for lengthy loading, unloading, or dismantling. While on a raft you travel on the river hexsides themselves. Your speed is either three hexsides per day downriver, or two hexsides per day upriver. At the end of the day, the raft halts for the night and you camp on either hex adjacent to the hexside where travel ended. You can select which hex. After travelling the hexsides, check once for a travel event (r204) on the Travel Table (r207) under "Rafting", and then check once for an event in the hex where you halt for the night. The Tragoth River flows from east to west. The Nesser River flows from north to south, and the Dienstal Branch feeds into it, flowing from the marsh into the Nesser. The Largos River flows out of the marsh toward the north-east off the mapboard.
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Darrell Pavitt
United Kingdom Unspecified Unspecified
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Ah I get the problem: You only encounter the raftsmen by having already rolled to cross.
Yes, the first para is redundant, except that you could apply it to next turn's movement, if you wanted to cross another (or the same) river hex.
Rafting up the river is useful, though.
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