Rise of the New Runelords

Game Master Harakani

Kingdom Map (now with Loy's family notes AND the Runelord's Route)
Kingdom Turn
Minions Page

[ ]Forsten [ ]Anglon [ ]Valerianna [ ]Denat [ ]Ronald [ ]Simon [ ]Grey
[ ]Zekat [ ]Legion [ ]Molly [ ]Grey Horror [ ]GreyServants [HQ]ZomBees
Fight Map


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If this order of necromancers is a thing I'm open to changing the edict.

My theory is that any necromancy is likely to be unpopular with citizens for some time to come. Yes, benefits may make up for that but you'd need to do the benefits.

'Mindless' undead will try to kill the living if uncontrolled. Negative Energy is [Evil]... is it evil? Good question. It certainly is inimical to life, however. It's easy to be evil with undead... you have to be on your guard constantly because at any given moment the easy way to increase necromantic power is to steal from someone; life, body, power, blood...

@Denat: Hope you feel better soon!


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.


Human Illusionist 8/Archmage 3

Im good with anyone who wants to join in.

We can, after all, modify their behavior in a more long-term situation.


M Azlanti Guardian Magus

Heh yeah that sounds like a much better way to sell it :p More people is good, so unless there's something else he's not telling us (like they're all doppelgangers or something else weird) I see no reason why we wouldn't. Good to hear about the unrest, unrest is baaaad.

As to questions for Loy... hm.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

This all sounds great to me. My plan of communist necromancer utopia shal be realized!! Mwahahaha!


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I guess its not really communism. Our kingdom will really be more of a post-scarcity egalitarian theocracy using dead people as a means of universal prosperity.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

In case anyone ever wondered what a really, really True Neutral society would look like, we're building it.

Ethically speaking, we're way out in left field. This game is what would happen if all of the most well known philosophic niche cases banded together to form a government.

The only thing we're not doing is using Helms of Opposite Alignment in place of the death penalty. (which we should totally do, btw)


M Azlanti Guardian Magus

Nah, just propaganda the death penalty to hell and back. Rather than being 'executed' they are receiving a 'promotion' from detractor of society to an integral cog in the prosperity engine (aka being turned into a mindless undead for the betterment of the kingdom).

The helm is probably more effective though.


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.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Which is exactly why it's one of those ethical niche cases we seem to be exploiting to create our perfect little kingdom.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Kill your neighbor for fun and profit.


Human Illusionist 8/Archmage 3

Now, now...kill is such a harsh and unnecessary word.

Perhaps we can use the term "Life Mode Transition" or "Alternative Rest Option."

After all, most folks won't read the fine print anyways, right?


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Ronald Dranstus wrote:

Now, now...kill is such a harsh and unnecessary word.

Perhaps we can use the term "Life Mode Transition" or "Alternative Rest Option."

After all, most folks won't read the fine print anyways, right?

Every Term of service agreement ever would agree with this.

How about "alternate lifestyle."


Male Human Wizard (conjurer) 8/ Archmage 3

And I'm back. Sorry, a bit late but I had some unexpected problems this week end (sometimes I think it was easier when I was single... :D )


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I was thinking we should probably move the ooc stuff to the ooc section!

I thought we were going to Tiressia before the farm? Also, are you saying there is going to be a surprise attack?


retired

The temple, Tiressia, anything apart from direct threats to the wagon train as we escort them to their settlement site should wait for our return trip in my opinion. Taking the settlers with us into the those hexes while we literally go looking for trouble puts them at unnecessary risk, doesn't it?

On the topic of that, I don't mind having Valerianna stay behind in case of attack. She already thinks the escort a woeful waste of the Runelords' might, time, and resources, so it'd be a natural fit for her to remain behind and in charge of the city's forces and defenses (and perhaps the sidekicks/hirelings/followers/whatevers as well).


M Azlanti Guardian Magus

I'm with Valerianna. The temple is on the way so I figured we could look at that, but if we end up having to detour to the ford for the wagons, then we should just focus on getting the settlers to the farm, and explore on the way back.


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.


M Azlanti Guardian Magus

Eh, I'm good with exploring along the way, just don't need to go out of our way to do so before we get the settlers where they need to go.

I hope this isn't like a World of Warcraft escort quest. Those suck :p


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.


Male Human Wizard (conjurer) 8/ Archmage 3

What ???
You mean you feel nothing when we roll a 20 on an attack roll ???
I'm shocked... shocked... ;)

Anyway, I'm with Forsten and Valerianna.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Same here. Lets do it.


Ok, so plans for a less horrible Horror-

I'm going to armor it and give it "dressings" in the same manor as the "skirts" parade horses wear.

Essentially when Grey is done it will look like a sort of walking tank bearing a grey silk banner and a faceplate similar to grey's own.

Still scary, but not "animated spider husk with glowing eyes" frightening.

I'm thinking something like this with pennants hanging from the arches of the forelegs and a featureless mask over the face. Maybe a tall T shaped flag pole off of the main platform too.

Thoughts?


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.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Horror is a Huge Quadruped with Muleback Cords and a Masterwork Backpack (the battle platform on it's back). It has an insane lifting capacity.

Max load is 14,400 lbs.

If I cast Ant Haul on it every once in a while 6,000 lbs won't even be a light load.


Human Illusionist 8/Archmage 3

Spider Tank!


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.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Next order of business will be to add a Small Bombard and a pair of Large size Double Hackbuts to Horror's platform.


M Kellid+ Ranger (Guide) 4

I don't know that Forsten will be much help for this. His sense motive is +3, and none of his spells or abilities would be good for anything except torture :p He will likely remain stoic, providing any muscle that is needed.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I have a +5 to sense motive.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

My sense motive is +1, but I can hold a gun to someone's head if you like.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Anyone have Zone of Truth?


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I'm going to be at work out of cell range all day so I won't be able to check in again for another 9 hours or so.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I could...tomorrow.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Wow, I'm an idiot. Hi, I'm mythic. Yes I can cast zone of truth (Inspired spell).


Human Illusionist 8/Archmage 3

Boom. Bob's your uncle. We zone of truth them, get their testimony, then decide.

Only question is: what is the punishment? Death? Enslavement to the kobolds? Zombification?


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Death+zombification will be the standard punishment for things like this. We'll not need a jail for long term holding.


M Azlanti Guardian Magus

Well surely being a LE society we should punish both sides right? Dazak and anyone else who participated in the stealing loses a hand or whatever is the appropriate punishment for thieving, and Holgrins is charge with murder.


Male Human Wizard (conjurer) 8/ Archmage 3

Death + zombification seems a bit harsh.. and I'm not sure zombies are as useful as humans for farming, etc.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Denat Leroung wrote:
Death + zombification seems a bit harsh.. and I'm not sure zombies are as useful as humans for farming, etc.

not necessarily this specifically, but for things like murder instead of imprisonment etc.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

We aren't a Lawful Evil society. At least I'm pretty sure we aren't. I think we're a lot closer to Lawful Neutral.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

In another few levels Grey will be able to cast mind effecting spells on undead. That includes Geas. Once that happens he'll be able to ensure loyalty of intelligent undead.

That means the dead brother kobold can be one of their first free willed skeletal champion citizens.

This whole situation is clearly a tragic misunderstanding. I think it should be treated as such.


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.


M Azlanti Guardian Magus

Uhh yes, our official alignment is LN it seems, I still think being 'fair' to both sides is appropriate though :p Harakani's point did occur to me however.

Hmmm, the way I see it, what the kobolds were doing could be considered banditry (organized, repeated raids), and Holgrins and whatever associates were defending their property, so I think that somewhat balances out the crimes when viewed like that. Making them work together for the state (alternating their work efforts between the Lezbins and the Kobolds) seems fair and will hopefully encourage meaning human/kobold relations. Make the sentence last for... a year, maybe 2?


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Considering that the humans moved into the Kobolds lands and drove away the food supply, I'm not sure I would consider the Kobolds in the wrong. Yes, its arguable that the Kobolds should have sent an emmassary to the Humans to say "hey, you're in our spot and now our food is gone" but I'm pretty sure the humans wouldn't have listened.

I think your idea of encouraging the two groups to integrate and co-exist in spite of past grievances is a good one. We might want to appoint the two primary parties as arbitrators and liaisons to each other's cultures and tell them that they will both be rewarded if their societies can get through a year without incidents that the Runelords need to intercede in.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
The Master in Grey wrote:

Considering that the humans moved into the Kobolds lands and drove away the food supply, I'm not sure I would consider the Kobolds in the wrong. Yes, its arguable that the Kobolds should have sent an emmassary to the Humans to say "hey, you're in our spot and now our food is gone" but I'm pretty sure the humans wouldn't have listened.

I think your idea of encouraging the two groups to integrate and co-exist in spite of past grievances is a good one. We might want to appoint the two primary parties as arbitrators and liaisons to each other's cultures and tell them that they will both be rewarded if their societies can get through a year without incidents that the Runelords need to intercede in.

I like this.


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.


M Azlanti Guardian Magus

Sootscales and the new village was what we decided OOC. We don't really care about Brevoy :p


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Forsten wrote:
Sootscales and the new village was what we decided OOC. We don't really care about Brevoy :p

This. I thought it was the same group. Pick two other leader types if the ones I picked were inappropriate.


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.

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