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Harakani DM's page

1,319 posts. Alias of Harakani.


1 to 50 of 1,319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

reflex: 1d20 + 4 ⇒ (10) + 4 = 14 guessing that's on fire
As the tree reels from Ronald's scorching rays simon releases a wave of fire onto the creature.
Screeching a sound like tortured wood the creature ignites!
another 27!

I tend to do it for familiars and so forth, but technically no. Summoned creatures do. Generally you'll need to give them an order, which means it is better if you go first, but a standing order of 'attack anything that attacks you' is fine
Ronald's firey bolts lash into the dry wooden bark of the creature, and it all but explodes into flame, shedding the flaming branches to save itself. 49 damage!
reflex dc 19: 1d20 + 4 ⇒ (18) + 4 = 22
Okay - everyone else gets a go, then the tree is up again

I agree - want to roll init for it?
The creature moves slightly, Forsten forgotten, and lashes out that the abomination that is the Grey Horror.
attack #1 power attack: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 or attack #1 power attack: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
attack #2 power attack: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23 or attack #2 power attack: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
attack #3 power attack: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27 or attack #3 power attack: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
19, 17 and 10... that is a very nice debuff...

The tentacles lash around the base of the tree, but is seems unaffected.
Grey's glower staggers the ghastly tree, a scar on its base splitting open to reveal a hell of wooden teeth, big enough to consume even the Grey Horror.
Sorry Grey - forgot the horror. Is it with you or did you leave it to defend the new settlement?
dc19 grey's attack: 1d20 + 6 ⇒ (9) + 6 = 15

@Denat; want to roll init?

@Grey; humans and NPCs are still setting up the settlement.

As you patrol Threshold you overhear the following conversation between two of the townsfolk
"...she might be ill. I sent Kovi to her house with some bread and her mother said she never came home after her shift."

Welcome back!
Currently the group is somehow having trouble with a Shrubbery!

I am Alive!

DC 19 will save to halve Anglon's damage: 1d20 + 6 ⇒ (10) + 6 = 16 for 21 damage!
Sorry Ronald, missed that init somehow

wait... this is the encounter you lot have trouble with?

I'm going to be WOI (With Out Internet) for two days - sorry guys.

@Ronald - need an init as well!
@Forsten - more that it only just got through your AC - but yeah, several hundred pounds of log has a bit of a kick to it!

perception block:

DC 22
denat: 1d20 + 6 ⇒ (3) + 6 = 9
forsten: 1d20 + 10 ⇒ (9) + 10 = 19
ronald: 1d20 + 4 ⇒ (10) + 4 = 14
simon: 1d20 + 4 ⇒ (7) + 4 = 11
molly: 1d20 + 9 ⇒ (17) + 9 = 26
grey: 1d20 + 2 ⇒ (7) + 2 = 9
Anglon: 1d20 + 5 ⇒ (3) + 5 = 8

The Blighted Hollow
target: 1d8 ⇒ 2charge attack, limbs, flat footed, lunge, power attack: 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19damage if hits: 2d6 + 8 + 4 ⇒ (2, 4) + 8 + 4 = 18
init: 1d20 + 0 ⇒ (9) + 0 = 9
The Runelords are heading south, having travelled for two hours, when they come to a blighted hollow.
The sweet stench of decay hangs thick in this woodland clearing. Knotted branches of sickly leaves line the perimeter, creating a thick canopy that blocks most of the sunlight and cloaks the hollow in shadow. Withered vegetation struggles to grow in ragged clumps among the multitude of bones strewn across the forest floor.
The runelords stop for a moment to look, and the evil they were warned of strikes! One of the trees around the perimeters suddenly bursts into movement, only Molly's avian perception catching the precursors to movement.
Bursting from about halfway around the clearing one of its scythelike branches stretches out, the tip just catching Foresten.

[ooc]Not sure we need a map for this as I suspect this will be a very fast encounter - one way or another ;)
Tree is now 25ft from the group, has no cover and has an AC of 19 this round after modifiers. Anyone who can beat a 9 on initiative can go before it does. It has a 20ft space.
@Simon: Molly was not caught by surprise - I had her cawing a warning but if there is something clever she would have done with her standard action I'm happy to ret-con it in.,

Plan. Someone post an agreement (and chiding if you like), and direction, then I'll push us on.
(A) Go south and start looking for the tree
(B) Look for the Temple of Erastil
(C) Start looking for the Dancing Lady
(D) other.

Okay - make this OOC.
Are people interested in agreeing to the deal?
You can still try sweet talking or intimidating her.

yeah, me too - hoping you will be better soon I mean.

She considers Simon

"Humans think us Fey mysterious. Capricious. Understand if you have trouble understanding the Fey we have just as much understanding you. You have asked questions. You have implied. But you have not offered me a deal, nor made a promise. I do not deal with humans. I deal with Fey."

"This I give you as a gift; listen to the words of the Fey. We do what we say we will do, but there is an art in making sure that what we say is not what is what is implied."

"Information like that is something to give to an ally."

"Falchos thought it laired to the south. But be careful; the castle of the Dancing Lady is also to the south."
from the wave of her arm as she speaks it seems likely the dryad - trapped as she is near her tree - is a bit vague on directions.
South (starting at N6) for the tree and perhaps N7 for the dancing lady?

"A Tree. The ground in this forest strengthens the trees. Most simply grow tall, but this one somehow awakened. It somehow ate one of my sisters, and after that it could move. Now it stalks the forest consuming the magic and lives of all it finds - and especially Dryads. I am the last Dryad for many, many miles. It has been hunting me for months."

She bursts into tears again

"He led it away when it came here. He hasn't returned... he's dead..."

She laughs bitterly.

"Is not 'civilization' the enemy of nature? All you people seem to do is enslave, destroy and kill."

She pauses on that last word, seeming to linger on it.

"One by one my sisters are dead. My lover sacrifices himself to lead the murderer away, but It will return and I will die."

"It may be a betrayal... I don't care. I will aid you if you can save him. Eldest know I could not convince him to save himself. Save my lover and I will be your ally."

There is, in turn, a look of distaste on her face. A look of shame. A look of desperate hope. A look of pleading.

The woman Denat identifies as a Dryad stands when the Runelords slow.

She gets to her feet with a grace that puts the lie to her human form, almost seeming to unfold.

"Have you come to kill me?" she asks, hopelessness in her voice.

Once the basics of the infrastructure are established in Tatzylford the Runelords continue investigating the map.

Grove of Tiressia
The trees pass to reveal a peaceful forest glade, dappled with sunlight. A small pond lies placidly at the roots of an enormous oak tree with a scattering of leaves floating upon its surface. Birdsong twitters from the branches high above.

perception dc 10:
A beautiful woman kneels by the water's edge weeping softly

further perception dc 16:
That's not a woman - it's some sort of fey!

both perceptions above and knowledge:nature dc 16:
A dryad! She is a dryad! A tree-based nature fey

made knowledge:nature by 10 (dc26):
Fine; go read the entry on Dryads... man, this game has a lot of knowledge monkeys :P

knowledge:nature dc 10:
Even for the giant trees in this area this oak looks... special. Twenty feet across and eighty feet wide it looks more like some wooden tower than a tree.

Great area for a lumber yard

As in 80% off. 50% if you don't use all your magic tricks to cut costs down as you have done up to now!
Round up...

Additional money (the 20% you pay) in this case does count as from the kingdom, but yoi won't see any benefits until/if you link it in. Till then it is a para-independent kingdom.

To do so you will need to explore, then claim, hexes between your kingdom and here.

That said, before UC there were rules for rushing land claim to connect to a village; I'll have a look and see if I can find something similar. As I recall it was something like +1d4 unrest/hex and a stability check or something.

Also, if people want to decide if they want to explore the hexes around here now is a good time to do it.

This was an encounter as per the book... and at your level... well... sorry if people feel let down that it was so easy. There are harder ones. I thought this was worth doing for the impression on your citizens.

Okay - or you can have any structure at 20% normal cost (assuming Lyre, spells, and fervored donations).

Round 1
Simon holds his spell looking for a clear line of fire.
Forsten blurs into action, instantly killing the Tatzylwyrm grabbing Ronald.
Simon - able to hit the other (and therefore all remaining) wyrms cleraly lays a line of devestating fire down on it.
reflex dc 16: 1d20 + 5 ⇒ (3) + 5 = 8
The wyrm starts to roll out of the fire - alight - when Anglon's prayer to Lissala lays his vengeance upon it - the flames take the form of runes for a second, doubling in intensity.
Scarred, burning and on dire the Tatzylwyrm tries to make it to the river
reflex: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
only to finally collapse into its own funeral pyre moments from the water.

Ronald blinks out of sight.
Being on fire was going to kill it next round anyway... so fight over. Well done :)
Pick a 'free' building up to 4 BP to be built immediately. Once the nations borders reach here this will become a settlement of yours.

Denat - you want to jump in, or I'll assume you are helping Grey keep the settlers calm.

They got surprise.
I figure everyone posts what they're trying and I resolve in order.
Honestly, I don't think you can lose this encounter... so might as well make it an impressive display for the villagers. You'll (presumably) be camping straight after this.

All within 30ft. Let's be fair and roll init I guess

who?: 1d6 ⇒ 2
Man, I feel sorry for this encounter, but they did get surprise
The Runelords pass across the newly-built narrow bridge on the river
You've done this stuff every other time and as Roland crosses over two wyrmlike figures, 8 feet long each, launch out of the bushes and charge him!
attack 1: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
attack 2: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
1 latches on, causing minor injuries to the Runelord damage: 1d8 + 3 ⇒ (6) + 3 = 9 and grab: 1d20 + 2 + 9 ⇒ (10) + 2 + 9 = 21 grabs Roland, starting to drag him back to the river!
wyrm init: 1d20 + 2 ⇒ (7) + 2 = 9

knowledge arcana dc12:

Tatzylwyrms! A boogie-man of the local humans. Whenever someone goes missing the humans blame it on the Tatzylwyrm. Some sort of Dragon.

knowledge arcana dc17:

as above plus
A very, very weak dragon. Stealthy, good climber, mildly poisonous, no real magic. One of the less intelligent dragons, although reputed to speak draconic.

knowledge arcana dc27:

Really? Just read the entry then. Did you write a book on these things?

The Rezbin Farm
A fertile area upon the skunk river, there is initially no sign of a farm, until one looks up. The trees - over sized like all trees in the Narlmarches - are fruiting, and infested with grape vines.

The villagers are exhausted; 8 hours of walking through forest, after 4 previous days of such slogging, had left them barely able to walk.

The Runelords and their servants had borne up better than the villagers.

The Grey Horror still tirelessly bore the supplies strapped to it.

All that remained now was to cross the skunk river and make their way to where the map said the old farmhouse had been.

Perception rolls from everyone please. Any precautions taken while travelling that would still be in effect after 8 hours please shout out.

Thanks Simon :)
I'm a little confused about whether your talking about the sootscales and the new village, or if you are sending Holgrim and Dazak back to their homelands in Brevoy to bring peace to their people there.

Reve never does find that amulet.

Should probably move new areas to the gameplay thread.

Holgrins states "Well, were they members of your society? They didn't live here or report to you. They were bandits. They could have traded but they stole..."

At this point Dazak (who has a poor grasp of common) bursts in "Our land first!"

Holgrins then rejoins

"It was human lands once. They were killed and you lot moved in. Probably killed them!"

By now the audience start to interject and meaningful dialogue goes out the window.

sounds like discussion thread has an answer if someone wants to state it for 'the record'.

So, unless I hear otherwise I'm going with Reve catches them pranking one night, gets angry and kills them.

quick point I think might have been missed. This all happened outside your borders, and then both the kobold and human moved here afterwards. Not sure if that is going to change any decisions.

Yep :)
Okay - so wagons are not necessary and you can make some pretty good time.
Limit now is going to be human walking speed of 30ft.

I have arachnophobia, so I have trouble seeing exactly how that's not still pretty frightening... but I'll allow it.
Carrying capacity is? There's 6000lbs on the wagons.

So... K: The Curse.
Panhorn's gift rendered him exempt and the Runelords are about to ride out...
What is the plan?

It wasn't... but now you suggest it...
Hey guys,
I know this game is slower than most. Thanks for bearing with me. Part of the attraction of this campaign to me is having clever players with well built magi examining problems. I know that means we slow down a bit, but things like how you (IC) deal with Grey's necromancy is actually more interesting to me than who rolls how high on an attack roll.

These are heavily laden ox drawn wagons bush-bashing through the towering forests and improv fording over streams.
The Runelord movement rate is much higher.
I'm fine with not exploring as you go though, if that's what people want.
There are definitely ways I can think of to make the wagons go faster!

Incidentally, there is a sort of ford at Harsks's fall for the main river. That's what Harsk was making for.

Okay, check the new map in the campaign tab up top and tell me what you think.
I figure the wagons will be making (slow) progress through the rivers and forest, and the Runelords will be exploring each hex as the Wagons enter.
Minions will be ranging around exploring more hexes, or defending Threshold in case of a surprise attack?
Where are the Grey Servants and the Grey Horror, please?

could I get someone to map out their path using the coordinates so I know which hexes you're going to?
Bewarned! I figure this is one of those situations where I will up one encounter to make it runelord-worthy

So... route to the Rezbin Farm (5L)?

"Aye. It is a way off. But good soil, and my family farm should still be there, even if overgrown."
Loy pulls out an old family map, and using it you can expand your kingdom's map to... this

B5, wasn't it?
"Why would we kill a man for killing? Better to make him pay back the community by wiping his mind and turning him into a helpful servant."

Logical, but creepy.

Okay; are we discussing the law?

Seems to be a case of non-donors paying an extra tax, or perhaps more diplomatically as donors paying less tax?

I take it that you're happy to have Loy and co join up?

Any more questions you want to ask him?

At the moment it sounds like the edict might get away from the unrest problem.

IS this a law?
If it is I'd like to make it a custom edict type thing like

draft wrote:

Legalised Necromancy
Necromancy is not illegal, though it is controlled.
+1 Unrest per turn, +2 economy, +1 stability, +1 loyalty

Basically the existence of the undead will freak people - especially new citizens - out. On the other hand the ability to have necromancers come live here (or be trained) and control undead makes for a tireless (if dumb) labor and military force that never rebels.

What do people think? Does it sound reasonable?
If only the Runelords can run undead then I wouldn't really do the edict. I'm seeing something like the Kaer Maga system growing.

Anglon: is this an info-dump (Knowledge:religion), reassurance (Diplomacy), warning (Intimidation) or recruitment (Perform)? Feel free to roll for multiple...

Forsten wrote:

Sounds good :) How much BP do we end up with after 4715?

Wait, derp, let me check the sheet.

Hmm why do we have unrest? That due to an event?

Your Unrest penalty is -1; you have no unrest at all and are beloved by your people, for some reason ;P

Sorry guys, I could swear I answered this.
The Ranseur is indeed magical; a faint taint of the grave and oaths fulfilled sticks to the weapon.
It is a +1 Ranseur

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