Emerald Kingdoms

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


1,051 to 1,095 of 1,095 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
The Exchange

Female Human Unchained Rogue/5 |HP:38/38|AC18,F13,T15|F+2,R+8,W+1|Init+6|SPD30|PER +8|ACRO +12|APPRAISE +6|BLUFF +11|CLIMB+5|DIPLO +7|DIS DEV +15|DISG +6|ESC ART +10|INTIM +6|KNOW(dung) +5|KNOW(Local) +5|PERF +6|SENSE MOT +4|SLEIGHT +8|STEALTH +11|SWIM +5|UMD+10

Hi everyone!

So, I'm the person Kevin alluded to as possibly joining this game as a new player. I've taken some time to think about character ideas, and I think I have a paladin in mind that I'd like to play. But if there's some other class that the party could really use right now, I'm willing to entertain suggestions.

GM, should I make this character 7th level, since that appears to be the current party level?


Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Welcome! Good to see you here.

I will warn you though, that our party is morally gray. Our queen Amadeen isn’t evil, but...well. She tends to vomit swarms in people and doesn’t shy away from doing what is prudent.

Eluvias is amoral. Right and wrong doesn’t factor into his decisions.

And Johund is a warpriest of Hanspur. He lives up to that title.

I could see a paladin becoming frustrated with some of our actions.

The Exchange

Female Human Unchained Rogue/5 |HP:38/38|AC18,F13,T15|F+2,R+8,W+1|Init+6|SPD30|PER +8|ACRO +12|APPRAISE +6|BLUFF +11|CLIMB+5|DIPLO +7|DIS DEV +15|DISG +6|ESC ART +10|INTIM +6|KNOW(dung) +5|KNOW(Local) +5|PERF +6|SENSE MOT +4|SLEIGHT +8|STEALTH +11|SWIM +5|UMD+10

Or applying some much needed moral guidance!


HP 58/58 | AC 22 T 14 FF 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 6/6 | Fervor 5/5 (2d6) | Sacred Armor 7/7 (+1) | Sacred Weapon 7/7 (+1) | [Crest]

Welcome! I think this will be fun.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

Hello! Go for it and we'll see what happens.


To be fair a Paladin might have issues with certain things but the party over all is making the area more stable and a tad less evil.

They've been rooting out bandits, rampaging wild creatures and currently a cult of norgorbor. I mean I can easily see a Paladin not being keen on a priest of Hanspur but when you are teaming up against things like cultists of Norgorbor that doesn't go against the paladins code. The group is CN but are killing off a lot of CE stuff... and they're bringing steucture andncivilization to this lawless area whole being recognised by a neighbouring political power.

You'll be coming in as level seven and I hope I remembered to say about the bonus feat (a legacy issue) and that we're experimenting in this campaign using the Automatic Bonus progression system.

Depending on when you have the character done we might have you having been captured by the cult previously and in the middle of a break out... nothing for bonding with new buddies like killing evil cultists... if its on the next floor, well it'll be a very different introduction.

The Exchange

Female Human Unchained Rogue/5 |HP:38/38|AC18,F13,T15|F+2,R+8,W+1|Init+6|SPD30|PER +8|ACRO +12|APPRAISE +6|BLUFF +11|CLIMB+5|DIPLO +7|DIS DEV +15|DISG +6|ESC ART +10|INTIM +6|KNOW(dung) +5|KNOW(Local) +5|PERF +6|SENSE MOT +4|SLEIGHT +8|STEALTH +11|SWIM +5|UMD+10

I'll have the character done today.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

I would say CN with occasional wobbles into G and E. ;)

Silver Crusade

F Human LG Paladin/7 |HP:74/74|AC25,F24,T12|F+12,R+8,W+10|Init+3|SPD20|PER +7|CRAFT (weapon smith) +5|DIPLO +11|HANDLE ANIMAL +9|HEAL +7|KNOW (rel) +5|RIDE +6|SENSE MOT +8|SURV +6|

Here she is


My laptop has been pronounced dead on account of them not making the replacement part anymore.

I'll need to do up your Kingdom again on it from scratch which will be a few hours work but the rough notes are all on Google drive so I can reverse engineer it. It's mainly for where all the sawmills are etc. That's life though.


HP 58/58 | AC 22 T 14 FF 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 6/6 | Fervor 5/5 (2d6) | Sacred Armor 7/7 (+1) | Sacred Weapon 7/7 (+1) | [Crest]

Aw that stinks! That's a lot of work. But we're patient--take your time.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

Ah ****. That's a bummer. Sure, take however long you need. We'll wait.


Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

That’s horrible. My commiserations for the loss of your laptop


Pfft, theres still the normal adventuring. That'll buy me some time even if I am limping along for a bit.


HP 58/58 | AC 22 T 14 FF 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 6/6 | Fervor 5/5 (2d6) | Sacred Armor 7/7 (+1) | Sacred Weapon 7/7 (+1) | [Crest]

To all my games: Today is extremely busy. It will probably be tomorrow before I get a chance to post at all. Please bot me as needed to avoid holding up the game. Thanks!


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

You heard the man - we keep plundering the depths for a while!


3 people marked this as a favorite.

A note on the Fifth Crusade I'm running Wrath of the Righteous and these players are in that. In it the Fifth Crusade is launched so they're all at least a little familiar as players.

...they made an ALL Paladin Party. Do you know what happens when you have an ALL paladin party? Weird things like people using smite evil with a catapult! Its a largely viable approach but with extremely limited access to magic theres the occassional encounter I need to tweak... like a horde of demonic locusts that were outright immune to weapon damage. But yeah smite evil with a catapult at the start of a siege and actually hitting the flying monster is not one I'll be forgetting.


1 person marked this as a favorite.
Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

As the player who fired said catapult, it goes down as the single biggest “cool” moment I’ve had gaming.

Also...a party of Paladins all smiting at the same time is a thing of terror if you are an evil outsider.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

@Impasha, just so you're clear, Fortune Hex is interpreted for this campaig as one reroll per round it's active.

This and following posts explain in further detail.

Silver Crusade

F Human LG Paladin/7 |HP:74/74|AC25,F24,T12|F+12,R+8,W+10|Init+3|SPD20|PER +7|CRAFT (weapon smith) +5|DIPLO +11|HANDLE ANIMAL +9|HEAL +7|KNOW (rel) +5|RIDE +6|SENSE MOT +8|SURV +6|

Oh wow, that's really powerful


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

Powerful but it chews through my action economy. Range is also an issue. Still, it's very handy for a boss fight.


2 people marked this as a favorite.
Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

I don’t think it was ever written down...but I think that this is all we have in the museum:

-----------------------------------------------------------------------

Talon of Borvadagen” This strange, spiked gauntlet is made of weirdly flexible red wood studded with what appear to be shark teeth made of glass. It has room for only three fingers.

Most humanoids would take a –2 penalty on attack rolls with it as a result, but it is otherwise a fully functional +1 keen spiked gauntlet.

------------------------------------------------------------

“Mithral Rifle” A damaged firearm made of mithral with four barrels sits on display here. Images of antlike humanoids wielding firearms are carved into stock. This firearm is more advanced than any you have seen or heard of before

This is a +1 mithral pepperbox rifle that is currently destroyed— it would take a great deal of effort and a skilled gunsmith to repair it.

----------------------------------------------------------------------

“Bloodstones of Gultariix” This is a collection of what look like solidified droplets and splatters of blood, eleven in all, arranged on a wooden rack.

Each is a fine crystal worth 200 gp by itself, but if placed into a potion, the bloodstone dissolves and affects the potion as if it were enhanced by the Extend Spell metamagic feat.

------------------------------------------------------------------------

“Dragonkin Saddle” This strangely shaped saddle is a masterwork saddle built for an unusual creature.

This saddle is designed for one of the dragonkin of Triaxis— one of the other worlds in the stars above.It’s worth 600 gp for the novelty alone.

------------------------------------------------------------------------

Thystian Cat” This is a strange skeleton of a twelve-foot long, feline-like creature with eight legs and a long snout. The bones are partially translucent. Likely it could be sold for some coin as a curiousity.

-------------------------------------------------------------------------

“Deactivated Alien Construct” The huge mechanical object heaped on this platform is a blasted and destroyed robot similar to those that dwell in the nation of Numeria.
This robot was destroyed long ago—its tangled features are vaguely insectoid in shape.

This construct is refered to by some of the Technic League as Myrmidons. They are highly mobile robots programmed to patrol the skies above important locations. They react with swift violence, interpret anomalous sensory input as proof of hostile intent and rain destruction on the offending target immediately and without mercy. Most have been programmed to communicate, but they rarely hesitate in their carnage to do so.

-----------------------------------------------------------------------

“Dominion of the Black Pod” This twelve-foot-tall pod of strange leathery material is warm to the touch and covered with sharp, spiny scales. The pod weighs two tons, and now and then faint lights shimmer within.

The Dominion of the Black (also known by many names, including the Dominions of the Black and the Black Truth) is an obscure reference to places, phenomenon, organizations, or possibly even regencies from a distant part of space. The Dominion of the Black has been described as a "mysterious consortium of emissaries," suggesting that it may in fact act as a lower hierarchical rung that serves the malignant incomprehensible intelligences that rule the aether of the Dark Tapestry, the lightless places between the stars.

-----------------------------------------------------------------------

“The Hungry Eyes of Melos” An eight-foot-tall, frosty glass jar sits here. The jar is filled with brine, and swimming within are hundreds of strangely colored eyeballs that trail wriggling, finned tendrils. The eyes themselves open like tiny fanged maws, scratching their teeth against the glass if anyone approaches.

-----------------------------------------------------------------------

“The Banes of Barad-Shull”: This L-shaped glass case contains three items: a spear crafted from the leg of an immense insect, a bag that looks like a freshly excised stomach, and a tan bag.

-----------------------------------------------------------------------

Life-sized alabaster statue of a nude, dancing elven woman (worth 900 gp, but weighing almost 500 pounds)

-----------------------------------------------------------------------

And that’s it, I think? But anyways. We should keep track of this. As it is the coolest part of the town.


1 person marked this as a favorite.
Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

This. This is why we adventure, truly. ;)

Cheers Eluvias!


2 people marked this as a favorite.

It reminds me of the Trophy Rooms in Rogue Trader. It was great fun when someone new joined to show off all the trophies and stuffed beasts and xenos in your previous adventures.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

The glorious and sometimes very random items that end up in those places...


HP 58/58 | AC 22 T 14 FF 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 6/6 | Fervor 5/5 (2d6) | Sacred Armor 7/7 (+1) | Sacred Weapon 7/7 (+1) | [Crest]

I'm good to keep going! If anyone wants to rest and reset that's okay, too.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

I'm also good to keep going. Coming back after a long stretch away meant high level for this portion of the Emerald Spire. :)


Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Let’s press on!


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

@Kevin: Is it okay to swap out my totally-unused Leadership feat in exchange for the Stronghold story feat? And if so, would Amadeen count as having met the goal?

Quote:

Stronghold (Story)

You seek to build a bastion against which your enemies shall break like water against the rocks.

Prerequisite: You must have the Leadership feat and must lead at least 10 combat-capable followers (such as fighters or rangers).

Benefit: You can spend a move action to give battle orders to your troops, granting creatures under your command within 60 feet your choice of a +1 morale bonus on attack rolls, a +1 dodge bonus to AC, or a +1 bonus on a single type of saving throw. All creatures must receive the same benefit. You can’t use this benefit on allies not under your command. This is a language-dependent, mind-affecting effect.

Goal: Build or capture a stronghold capable of housing a force of at least 200 troops, and staff it with at least 100 combat-capable soldiers (or the equivalent) under your command. You must also provide food and water sufficient to survive at least a 6-month siege and a gold reserve sufficient for at least 6 months of wages if your troops require pay.

Completion Benefit: Your battle order bonuses improve to +2, and the range of your orders increases to 120 feet. In addition, you can give two different orders to your troops. For example, you could grant your archers +2 on attack rolls while your front line gains a +2 bonus to AC.

The Stronghold feat

Earlier discussion posts about it


Sure, the Leadership prerequisite we can wave due to her position but you'd likely want to raise an army to get the completion goal. Those rules don't translate over into mass combat. Possibly we might have her start with a bonus tactic as a boon and an increase to the number boons she can have. As a Ruler she has Bloodied but Unbroken and Loyalty by default.


Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Speaking of which, how can we build an army? I know there are mass combat rules in WotR. Having a standing force just sounds like good policy.


You do it int he Edict Phase of Kingdom building. The author did a further third party expansion and I'm stealing one or two bits from it. One being you need certain buildings to have armies built of certain classes. You can always do warriors... but fighters you'll need a Military Academy. Wizards a Magical Academy etc... a lot of it is fairly logical. Armies increase consumption, when station somewhere suitable like a barracks or castle its paid once per month, if outside it it's paid once per month.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

That sounds fair!


Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Agreed. And I like how it gives options based on our choices. Look forward to making use of this


You'll see a map under the ***Greenbelt*** link up above Impasha. The areas in white are unexplored (though if the party has explored an adjacent hex they get a black and white picture as they have some idea of what is there). The bits with the purple borders are in their territory.


HP 58/58 | AC 22 T 14 FF 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 6/6 | Fervor 5/5 (2d6) | Sacred Armor 7/7 (+1) | Sacred Weapon 7/7 (+1) | [Crest]

Sorry all I've been very busy with house guests for the US holiday weekend. Also hosting a party on Friday. Will try to catch up.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

I decided to response here instead of in gameplay. All those ooc tags can get repetive. ;)

Some thoughts:

* Amadeen is pretty easy-going so long as someone does not (seemingly) pose a direct threat to her or who/what she sees as under her protection. And Impasha is already in her good books. Thus Impasha would have to (appear to) do something mightily out of order to fall afoul of Amadeen. In case that was a concern, IC or OOC.

* The kingdom building rules that we're using are out of Ultimate Campaign I believe, which would be these. At the top of the gameplay or discussion pages, you should see links for "Capital" and "Kingdom Stats/Logs". Existing Thorneholme construction and moves are in there, if somewhat wall-of-text for the latter.

* I'm fine with more roleplaying in town. It doesn't even need to take that long IC if that's an issue. It wouldn't be a terrible idea to make sure that we're taking care of things in Thorneholme either and to "smell the roses" so to speak. I would like to do some exploring again, but some scenes first is fine.

Silver Crusade

F Human LG Paladin/7 |HP:74/74|AC25,F24,T12|F+12,R+8,W+10|Init+3|SPD20|PER +7|CRAFT (weapon smith) +5|DIPLO +11|HANDLE ANIMAL +9|HEAL +7|KNOW (rel) +5|RIDE +6|SENSE MOT +8|SURV +6|

Thanks for the link to the kingdom rules, I think I get the gist of things. I actually even have an Ultimate Campaign book around the house somewhere. Impasha will be willing to step into any of the Leadership roles that might be required of her, once we come to that.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

Good to know!

I don't have an objection to shuffling NPCs around or out of positions if Impasha would fit one of the occupied roles better.


@Impasha this is definitely a campaign where you can get your moneys worth if you take up a crafting feat. Craft magic arms and armour can work out well. There can be stretches of years for downtime.


Magus (7) CD (+14) W (0)) HP (58) AC28 (26/21/16) Saves (8/8+2/7) Lvl 1 (5/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Note to self...Craft wondrous item at lvl9...?


Perfectly legitimate option.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 6/6, 2nd 5/5, 3rd 3/3, 4th 2/2 | Active conditions: mage armour

Hi folks. Will post tomorrow.

Silver Crusade

F Human LG Paladin/7 |HP:74/74|AC25,F24,T12|F+12,R+8,W+10|Init+3|SPD20|PER +7|CRAFT (weapon smith) +5|DIPLO +11|HANDLE ANIMAL +9|HEAL +7|KNOW (rel) +5|RIDE +6|SENSE MOT +8|SURV +6|

As the group is in a morally ambiguous encounter right now, I'd like to remind the GM that Impasha is wearing a Phylactery of Faithfulness. If Iomedae ever feels her servant is doing something wrong, Impasha should get some sort of little jolt from it. Otherwise, as a lawful person she's inclined to follow orders.


So far its all discussion so we are good there.

Thanks for the reminder on the phylactery though.

"The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act."

Even by speaking up you are tempering the amount the action might affect your standing. In my interpretation its not binary, theres a lot of wiggle room.

I think it might still be resolved with words... maybe...

1,051 to 1,095 of 1,095 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Emerald Kingdoms Discussion All Messageboards

Want to post a reply? Sign in.