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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 4,267 posts (4,580 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 12 aliases.


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Hacker Doom is a terrible idea - but computer industry mogul Doom may be a concept with traction. It gives him resources, it gives him reach, it puts him at the forefront of modern technology.

I don't have very high hopes for this FF movie.


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Ravingdork wrote:


Or we could turn it around. Have the players say what kind of games they are looking for, and have the GMs come to them--kind of like it works in real life sometimes.

There are people who try that - and a very few may actually succeed. If their request is fairly standard like wanting to play in an AP or other particular modules, I imagine they can have fairly decent success. But I also expect that the further from the mean the player wants the game to be, the less likely he is to find a willing GM.


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Kieviel wrote:

Potential Skull and Shackles spoilers!

I was DMing Skull and Shackles with a few friends and one decided to make a character HEAVILY inspired by Cool Hand Luke. So he starts being belligerent and causing trouble. He gets whipped, beaten, thrown in the sweat box and absolutely refuses to change behavior in any way. He's not even roleplaying his character as tired or exhausted.

Eventually he tries to incite a riot to overthrow the 15th lvl captain (whose name eludes right now) steps in and haves him keelhauled. At this point I'm so incredibly frustrated I don't bother with the rolls of having the higher level crew members subdue him (which was my mistake) I just announce that he's been drug across the bottom, cut to ribbons and drowned.

Spoiler:
Having only experienced this from a player perspective so far, isn't the Cool Hand Luke inspiration a reasonable fit? You just had to be patient enough to keep giving him punishment detail rather than outright kill him until the plot developed enough for a mutiny to work.

You can easily avoid the horses in the area of effect. They'd be unhitched and within the circled wagons perimeter anyway. I just didn't want to bother depicting them on the map.
The one major drawback is the spell, being an area of effect spell rather than a targeted weapon, can't inflict a coup de grace which tends to be more efficient at finishing off helpless opponents. As it is, the damage done isn't enough to kill that krenshar (though it is badly hurt).

The krenshar's hide is badly rent by Piper's spell, but the beast jolts awake. In pain and groggy, it gets up off the ground and begins to lope away.


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Trigger Loaded wrote:
DungeonmasterCal wrote:
I had a 1e character once say OUT OF CHARACTER a word that would cause instant death. The DM said it didn't matter, that it "transcended realities" and no matter who said the word would die, even if someone in another dimension said it, such as my "alter ego in this universe". I believe that was the last game I ever played with him as DM.
Something campaign-specific? Or the old Call of Cthulhu standby Hastur?

Appearance Check: 1d100 ⇒ 58

Whew!

I actually do make rolls when my players say that name regardless of what game system we're running and the context. It's been a running joke for some years now. Or so they think...


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There are all sorts of issues that may have come up that have made the DMG's support of 4e-style play (or any other edition's style) not reach the same result you were hoping for. That doesn't mean they lied to you or stabbed you in the back, OP.


The tide in this fight has decisively turned with only a single krenshar remaining on his feet.

Combat status
Characters hurt: none
Characters intimidated/shaken: none

Krenshars hurt:
#2 closest to Shalelu -10 hp
#3 -4 hp and sleeping

Ash, Piper, and Shalelu are up next. Then the last awake krenshar.


Duty inflicts a painful injury on the krenshar beset, now, on all sides. It yowls in rage.

Rawnie, I think you might have missed the inspire courage bonus that Piper's giving - which would yield a 12 to hit (+1 BAB, -1 Str, +1 morale-inspire courage). It does, in fact, mean the difference between a hit and miss in this case...

The krenshar Rawnie touches screams as the electricity courses through its body. It slumps to the ground, twitching.


The krenshar's attention follows Alara's movements but his reactions are too slow to intervene.
In other words, you only beat the DC by a little bit! VERY good use of the extra movement rate.

That krenshar has now taken his first injury... (-5 hp to krenshar #4).


Well, that was the idea - the one attacks frontally with his screech while the other approaches from the flank.


OK, +2 deflection bonus to Alara's AC from shield of faith.

Krenshar Will save: 1d20 + 1 ⇒ (5) + 1 = 6
The krenshar between the fortune teller wagon and covered wagon sways, its eyes turn bleary, and it collapses to the ground - asleep.

The one around the outside of the covered wagon moves around it to menace Piper (though it has no action left to actually bite him yet).

Krenshar Will save: 1d20 + 1 ⇒ (6) + 1 = 7
The krenshar that yowled previously moves in to try to attack Koya, but it appears to be confounded by the protection of her sanctuary.

The las krenshar presses his attack against Shalelu with a flurry of teeth and claws. One claw attack managed to purchase a hold but the injury is slight.
Krenshar bite: 1d20 + 2 ⇒ (5) + 2 = 7
Krenshar claw 1: 1d20 + 2 ⇒ (12) + 2 = 14
Krenshar claw 2: 1d20 + 2 ⇒ (19) + 2 = 21
Claw damage: 1d4 ⇒ 1

The rest of the party is up: Masamune, Rawnie, Alara, Sandru, Ameiko, Koya and the drivers


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evolved wrote:

I've always felt a bit uneasy about how this worked in Pathfinder, due to the combining of Spot & Listen.

A big portion of why I dislike how this ends up affecting things is when reading the effect of invisibility. RAW, an invisible character on the other side of an opaque barrier from an astute guard receives +20 to stealth rolls made against that guard. Why? Invisibility specifically says that it doesnt stop sound, but the rules for invisibility apply a large bonus to stealth, in large swaths to this situation. The same would happen, by RAW, to an invisible character using stealth to creep by 3000 blind monks.
However, silence in that situation doesnt apply that same huge (+40 if still, +20 if moving) bonus to stealth checks that invisiblity does if used in the same situation.

Keep in mind im talking only RAW here, most GMs would feel that same unease I mentioned earlier and probably wing some off-the-cuff modifiers in that situation. Its just a technical abnormality due to rules for invisibility, but it does come up with so much frequency that it sticks out in my head.

If nothing else, this underscores the pointlessness of being a slave to the RAW. Yes, invisibility gives a bonus, but that invisibility is actually irrelevant since the PC is in a position in which he can't be seen anyway.

There are ways to write the stealth/perception rules better to handle the situation but, as they are, they outline some general principles - you just need a referee willing to go with the principles embodied by the rules rather than the RAW.

Ultimately, I think combining hide and move silently into stealth and listen/spot into perception was a good idea - one that streamlined the game and brought it more into alignment with other games (like Champions with its stealth skill and PER rolls). It just requires a more nuanced approach from the GM.


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Wind Chime wrote:
Lune wrote:
You could have withdrawn in the caster's direction. Why are we just getting these details now by the way? I think you are trying to make excuses TO attack your friend and not enough NOT TO.
And then my character would have been charged by the fighter (charges get double movement)and been in the exact same situation with less hp next round.

Sometimes doing the right thing isn't as easy as doing what's expedient. But expedient doesn't mean right.


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In my experience, they don't fight as well as the PC fighters and other fighter types. But they do serve to increase the number of actions targeting the enemy, which can make a single BBEG very sad very fast. Of course, in a turn-based game, solo enemy encounters are usually going to be overwhelmed by multiple PCs anyway, this really just increases the tendency.

One other thing they can do is bog down play with one player, the player whose PC summoned the monsters, getting a lot more play compared to everyone else. So it's incumbent on the summoning player to have his crap together and work swiftly and efficiently as much as he can.


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Never had a problem allowing PCs to take the leadership feat - and one of my players did take it and maximized a crafting cohort (in this case, a mystic theurge). It really wasn't a problem. Unless you're giving out gobs of cash rather than magic items, the crafting feats mainly allow you to transform magic items from stuff they don't want into stuff they want. They'd sell the stuff they don't want for half price anyway, crafting for half price preserves a 1:1 exchange of value - the same rate they'd have if everything I put into treasure hoards was stuff they wanted.

Now, in this case, the PC did have his cohort making items not just for himself but also his other companions. If someone is selfishly keeping all the benefits to the cohort to himself, I think that could cause problem at the table. But that wasn't the case and I don't think any harm was being done to the campaign.


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Sissyl wrote:
Hama wrote:
Sorry, force unleashed was horrible. As a game and as a story.
Heh. Just goes to show what the standards for good Star Wars products have to be, then. That said, I liked it. I felt it did well and filled in a number of blanks, even managing to treat the original trilogy with respect.

I thought the story had some nice elements to it. Didn't like it much as a game though, particularly the cinematic button mash endings. I don't like that in any games where they show up (which is too often).


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Hama wrote:
And instead of using the Thrawn trilogy, and digitally de-ageing the stars, he chose to disregard 30+ years of extended universe. Nice job. JJ. You putz.

Best move he could have made. Unequivocally. Cleared the slate as much as possible.


The 4 creatures move closer in to the campsite. As they do so, a couple of them, one each near the front and rear of the fortune teller wagon, stop. The skin on their faces pulls back revealing the unnerving and repulsive sight of their musculature and bones. As they do so, they each emit a piercing shriek that chills the marrow.

Intimidate check vs Rawnie, Koya, Shalelu: 1d20 + 5 ⇒ (7) + 5 = 12
Will save required for Shalelu
Shalelu's save: 1d20 + 5 ⇒ (20) + 5 = 25

Intimidate check vs Piper, Ash, Masamune: 1d20 + 5 ⇒ (4) + 5 = 9
Will save required for Masamune, add the +1 morale bonus from Piper's inspirational music

The creatures (which Piper can now confirm are Krenshar) fail to demoralize you all, their opponents. Shalelu also resists the fear caused by their extreme visages and terrifying cries, though one of the remaining krenshar leaps at her throat with a savage bite.

Krenshar bite: 1d20 + 4 ⇒ (6) + 4 = 10

Luck is with Shalelu and she is fundamentally unharmed by the creature.

Remaining PCs may go
Alara
Masamune
Rawnie
Koya,
Sandru, Ameiko, and 3 Varisian drivers (who all end up spending their time waking up)


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RumpinRufus wrote:

To people defending the GM:

You realize he is basically saying "I demand that 50% of your turns are wasted, no matter what.

<snip>

It's like being under a non-removable Bestow Curse, and also only having half the normal number of spells per day.

You know, this is kind of what high level spellcasting was like back in 1e/2e days. Saves were based on the hit dice/level of the target and couldn't be made more difficult by the PC. LOTS of save or lose type spells failed and left the caster with an unproductive turn. And, frankly, PF could use a bit more of it than it has now.


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Looking forward to it - I hope it's up to the challenge Anthony Daniels laid down. I don't think any other actor has had as much contact with Star Wars at as many levels as he has so I think he's got an informed perspective. A lot will depend on editing and post-production but I've been cautiously optimistic since Lucas sold out to Disney.


Initiative Rolls (that's what's happening...)

Alara: 1d20 + 3 ⇒ (8) + 3 = 11
Ash: 1d20 + 1 ⇒ (20) + 1 = 21
Masamune: 1d20 + 3 ⇒ (3) + 3 = 6
Piper: 1d20 + 2 ⇒ (12) + 2 = 14
Rawnie: 1d20 + 1 ⇒ (4) + 1 = 5

Ameiko: 1d20 + 2 ⇒ (4) + 2 = 6
Koya: 1d20 ⇒ 7
Sandru: 1d20 + 6 ⇒ (2) + 6 = 8
Shalelu: 1d20 + 3 ⇒ (15) + 3 = 18
Drivers: 1d20 + 1 ⇒ (11) + 1 = 12

Mystery Creatures: 1d20 + 6 ⇒ (8) + 6 = 14
--------------------

OK, grouped initiatives.
Ash, Piper, and Shalelu can all act before the creatures
Then I'll have the creatures do what they do
Then it'll be everyone else's turn. Post in any order.

Piper:
The screech in the distance sounds vaguely cat-like but also a bit different... it puts a bit more on edge than you'd expect, even out here in the wilderness. There's some magic behind that screech and that narrows down the options. It could be a krenshar - a panther-like predator that can retract its own skin back from its face and strike terror into its prey.


Jacen "Ash" Teleris wrote:
I assume my round is already taken...or do you mean another?

You've got another.


Ash wakes Piper with no difficulty. and that means Piper can act normally from here

Shalelu's bow twangs as she fires and then moves. A loud yowl that sounds kind of like a great cat comes back from the distance.
Shalelu Bowshot: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

That yowl is enough to cause Koya to sit bolt upright in her bed in the wagon, a motion that also wakes Rawnie. Masamune is also startled awake by the sound (but only barely).

Awake PCs (Rawnie, Piper, Ash, and Masamune... sorry Alara), can take a round's worth of actions before we roll initiative.


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Ssalarn wrote:

Haste is powerful as is, it's pretty borked on the Summoner's list since he gets it as a 2nd level spell and has access to it before any other class in the game.

<snip>

It probably never should have been given to the Summoner at reduced level, but its usefulness is situational enough that I don't know that I could see it as a 5th level or higher spell. Those spells include straight up single action encounter enders, and haste is more of a team-oriented expediter.

I really can't sweat the summoner getting haste earlier than other spellcasters. He only gets it one level earlier than a wizard. The alternative would be to get it until 7th level - 2 levels later - and given the summoner list's orientation toward buffing summoned creatures/eidolons/teammates, I don't think that would be any more appropriate than getting it one level earlier.


Substantial overland travel in this format is a bit challenging. I want to give players the impression that they're actually getting somewhere, describing the vistas and so on, while including some episodes of action on the way to the main adventure site. Enough to get a taste of the local atmosphere.


Posted in game play thread. Posting more tonight - getting called away from computer now... stay tuned.


Several minutes walking and the advance party is back with the caravan. Koya's spells are capable of healing anybody else still injured from the ogre fight. Sandru is, of course, interested to hear a report on what happened. He ultimately decides to push the caravan a little farther this night to put extra distance between the camp and any predators interested in ogre meat.

Over the next couple of days, the stark beauty of the Velashu Uplands becomes apparent. Driving near the Velashu River, there are the Red Mountains on the right, grassy hills on the left, and very few settlements dotting the countryside. Herds of animals can be spotted not far from the river - aurochs and horses, particularly horses. Occasional Shoanti horsemen can be seen observing the herds, but they seem to be unbothered by the presence of the Varisian caravan.


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Scythia wrote:
Pendagast wrote:


how do you know why the monsters are doing what they are doing?

maybe there is a method to the madness?
maybe they are baiting the PCs to follow them?

Who knows.

Maybe the DM is inexperienced, and in over their head.

Maybe the DM, lacking experience, has no idea how to plan appropriate encounters.

Who knows?

Indeed. And this is why the OP should neither explode nor endure it in silence but ask the GM, out of session, what's going on. Ask the GM if he's setting up encounters expecting the PCs to be able to take care of them, finding out they can't, and then having the monsters run away to avoid killing them. If he is, clearly that's a model that isn't working for at least one of his players at the table and it should be looked into.


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Hama wrote:

Entitled or have a right to?

Entitlement always seemed like a kind of a bad word.

Ultimately, they mean the exact same thing. It's just one has been spun into negative connotations.


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bugleyman wrote:

Hmmm...so I canceled my DMG pre-order over on Amazon today, mentioned it on [redacted], and was promptly called a liar.

I think I need a new hobby. :-/

That's kind of what you get from some users who spend a fair amount of time on [redacted]'s sister site - the less moderated messageboard. And this user also swore up and down that the sister site wasn't toxic (psst ... it pretty much is).


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Marroar Gellantara wrote:
thorin001 wrote:
There is one huge drawback to Haste that everyone seems to be forgetting; the party must stay in Fireball formation until Haste is cast. And enemy casters tend to be good at initiative too.
This has actually been an issue for one of my groups.

More commonly in my group, we're too spread out to use haste efficiently right away. We end up having to get into position for it. But then, we're playing Skull and Shackles with one PC usually at the helm and another managing the siege weapon in the bow.


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Spook205 wrote:

In certain situations I let my party get away with pre-casting haste, just so the summoner doesn't need to 'waste' his initial turn with the requisite buff and can get into the 'fun stuff.'

When you feel like its your job to cast that spell, and you need that spell, thats when something starts feeling a bit off.

While I'm sympathetic to the idea that haste may be a dominant strategy, I'm not entirely convinced that it's bad that a character feels it's his "job" to cast it. Welcome to the burden of effective teamwork, summoner, and stop your whining.

Plus, that summoner probably already has an eidolon out there giving him an extra action anyway. And even if he doesn't and has to use his summon monster ability for his combat effectiveness, he'll get plenty of game time actions to make up for losing one to casting haste. I play a summoner in a Skull and Shackles game and I'm quite familiar with the trade-offs. My sympathy for any summoner complaining about wasting an action by hasting his fellows is very limited. It does my group a lot of good to have the ranger, inquisitor, rogue, and eidolon hasted up as soon as I can manage it.


As far as the ogre "encampment" goes, aside from the aurochs carcass, partly well-done, partly under-done because of ogre-style cooking, there are a couple bags of loot.

There's dried mystery meat, a half a wheel of cheese that seems edible, 80 gold pieces in coins, a half-dozen silver goblets that appear to be part of a set (300 gp total), a broken-down light crossbow that appears to be of masterwork quality once it is repaired, a potion bottle, and three suits of studded leather armor - one of which is masterwork.


I keep forgetting sleep is a one round casting time spell.

By the time Piper finishes casting the sleep spell, the lead ogre has been put down by Masamuni, which enables the bard to target the one charmed by Ameiko. The ogre first reacts with anger, but Ameiko steps in to soothe the giant's rage with kind words and he becomes docile (but wary).

Ogre Will save: 1d20 + 0 ⇒ (7) + 0 = 7

And that ogre fails his save as well. He blinks a few times, increasingly slowly, before he lies down to sleep.

That leaves you with a pair of sleeping ogres...


They do pack a wallop.


Since that spell could affect the actions other people may want to take, I'll roll the save.

Will save: 1d20 ⇒ 1

Wow. That's bad. Since the spell can only affect one ogre due the HD limit, and the spell has both equally in the area of effect, I'll roll randomly to see which one blew the save so badly. Evens: lead ogre, Odds: middle ogre.

d20 roll-off: 1d20 ⇒ 13

The ogre in the middle stupidly drops off to sleep.

I've also marked the rear one as a reminder that he is charmed.


Masamune's second shot buys no purchase on the ogre as they cry out in anger and start to pursue the samurai.

Piper's music fills the air as the first ogre rounds the bend. In his effort to close with Masamune, the lead ogre passes quite close to Alara, but her attack fails to inflict an injury on the beast (even with the benefits of Piper's music). Rawnie's crossbow shot also goes wide of the mark.

Ameiko completes the casting of her charm person spell and the last ogre in the line is under her spell. His rush to pursue Masamune slows as he looks about for his new friend and ally.
Will save: 1d20 ⇒ 4

Shalelu finally acts, drawing back her bowstring and loosing an arrow at the lead ogre. It hits but with more of a thwack than a resounding THWACK.
Shalelu's shot: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Arrow damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Ogres took double moves so it's back to the members of the party reacting faster than Shalelu (which is everybody).
Ogre 1 (in lead): 6 bp damage
Ogre2 (middle): 0 hp damage
Ogre 3 (trailing): 0 hp damage, charmed


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The way they've developed Tony Stark in the MCU, I really don't see him easily supporting the superhero registration act. He's been played up as highly distrusting of the government - would a switch in favor of registration be credible? I don't see that being likely yet.

Maybe they could spin Stark's openness about being Iron Man into heroes being open about their identities. But I think it's a stretch to see that turn into a pro-Feds Stark. They'd probably have to kill off Pepper like with the Civil War's Nitro-school detonation to accomplish it.


I'm sorry, Ash. Chances are, you'll get a shot with a bless pretty soon anyway...

Masamune's arrow sticks into the hides worn by the ogre and seems to meet with the flesh beneath because the ogre whirls with a "Hey! Wha's that stickin' me?". The other two also spot Masamune as he and Duty gallop back. Clearly, they make ready to get up and pursue.

Initiative Time
Alara: 1d20 + 3 ⇒ (20) + 3 = 23
Ash: 1d20 + 1 ⇒ (12) + 1 = 13
Masamune: 1d20 + 3 ⇒ (11) + 3 = 14
Piper: 1d20 + 2 ⇒ (8) + 2 = 10
Rawnie: 1d20 + 1 ⇒ (8) + 1 = 9
Ameiko: 1d20 + 2 ⇒ (12) + 2 = 14
Shalelu: 1d20 + 3 ⇒ (4) + 3 = 7

Ogres: 1d20 - 1 ⇒ (10) - 1 = 9

For those of you who have forgotten (and for Rawnie who is new), I basically treat the initiative roll as a task to beat the initiative roll of the opponents. Anyone who equals or beats them, can go - in any order (since this is a a message board and people log in at odd hours). That's basically everybody except Shalelu. Then I'll run the ogres. Then we'll follow-up with Shalelu before starting at the top again.


Looks like everyone's ready - what's your move, Masamune?


Haven't seen Ash in a little while. Will NPC this action and get moving.

Since Masamune is heading into direct danger, Ash casts shield of faith on the samurai. "Take care, brother," he says before doing his best to hide in the undergrowth.... which turns out to be pretty bad, but he's fortunately out of direct line of sight anyway.

Stealth: 1d20 + 1 ⇒ (1) + 1 = 2

+2 deflection bonus to AC, Masamune


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2d10 makes the conversion easier than using either 3d6 or the 2d8+1d6-2 distribution that will probably piss off your players for being too annoying.


There are plenty of spots (on the map) where the undergrowth will provide some cover. Shalelu and Ameiko fade into the vegetation. The elf ranger virtually disappears without a trace, but Ameiko conceals herself with plenty of confidence as well.

Let me know of anybody is taking additional prep - and then we'll see how the ogres react to a samurai on horseback.


Tried setting up the link again. I think I've fixed it. Here's a duplicate of the link at the top of the page:
Ogre Encounter


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In case a citation is needed to convince your GM, the text about Sneak Attack in the Rogue description on page 68 in the Core Rulebook states:

CRB wrote:


The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.


Piper can recall a bit about ogres:
Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.
Ogres are fantastically strong but not bright. In the wild, they are often encountered with simple bludgeoning weapons like clubs made of limbs torn from trees or saplings pulled from the ground. At range, they usually resort to crudely fashioned javelins. Physically imposing, an ogre's greatest weak point is probably its mind.


Grrrr... original post eaten with technical maintenance. I think the big sale update clobbered my post.

Setting out from Roderic's Cove, Sandru takes the caravan off the main road and onto some lesser used tracks in order to give Riddleport a wide berth. As you make your way along the secondary routes, the land becomes increasingly less developed and more wild, civilized populations less dense, and wild creatures more common.

The road takes you up into the grassy bluffs known as the Curchain Hills. Large herds of aurochs make the place home, feeding on the thick grasses. Occasional evidence of the local Shoanti tribes can be seen - a tribal territory mark here or there or even a herdsman watching over the aurochs from a distance. But even this terrain has its hazards.

While out scouting, Masamune (on Duty) and Shalelu have often been ranging a mile or more ahead or to the side of the caravan, taking different routes and crossing paths in order to check out the lay of the land and watch for trouble. At one point, Masamune spots a thin plume of smoke ahead. As he draws nearer, he notices the smell of burnt flesh and hair as well as the smell of roasting meat. Then, as he begins to turn around an outcropping of rock, he spots a trio of ogres blocking the road. They have set up a cook fire and have propped an aurochs up so that it is roasting (sloppily) over the fire.

At this point, Masamune is about a mile ahead of the caravan (which will catch up to his position in about 10 minutes). The ogres don't seem to have noticed his presence yet. Shalelu is nowhere to be seen but, having worked with her for a number of days now, Masamune can be pretty certain she at least aware of the smoke by now.

Some idea of what they look like: Ogre Miniature


Speaking of progress - posts up in game play thread. Time for a little action.


Piper Hemlock wrote:

Too keep on track, how many days have gone by?

As the caravan goes through Galduria, Piper sees quite a few people with Harrow Decks. But the most odd thing are the crows. More than there should be. He looks at them for a moment, studying them. Afterwards, he racks his brain for information about the town.

Crows
[dice=Knowledge (arcana)]1d20 + 5 + 1
[dice=Knowledge (nature)]1d20 + 1 + 1
[dice=Perception]1d20 + 6
[dice=Sense Motive]1d20 + 6

Crows tend to be seen as harbingers of death and destruction (as are ravens) or war. But they're also seen as clever, among the most intelligent of birds - if a bit garrulous rather than quietly introspective. They are also fairly common in this area of the world. The locals seem to think it mostly an omen of bad weather since there has been little expectation or rumblings about warfare in the last few years.

As far as knowing more about the local towns, Piper's knowledge of the area was already mostly tested with these results from before:
Of the towns on the route, Ravenmoor has the mildest reputation as an insular, bucolic village. Wolf's Ear, while not currently notorious, was once a haven for lycanthropes - all driven out when Magnimar asserted authority over the region. Roderic's Cove, now under the domination of Riddleport, was once known for being a long-term holdout against Riddleport's criminal influence. Things are currently mostly peaceful there, but the locals are known to be quite resentful of their current bosses.

And I don't think there's really much need to elaborate too much more at this stage considering you're spending relatively little time in each one.


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I like sitting and reading the physical books, but I prefer to run mostly out of the PDFs. Saves wear and tear on the physical books.

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