GM Rennai's Conquest of Bloodsworn Vale (Inactive)

Game Master Rennaivx

It's time to reclaim the Bloodsworn Vale!

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Anthuria wrote:
It may be late to ask, but in situations where I fail a knowledge (nature) check, as with the vines, could I try a roll with Profession (gardener)?

Rerolls are a pretty potent ability, and using a completely different skill to cover what's pretty clearly Knowledge's purview is powerful, too. I do like the idea of it, but I'm afraid it would create balance issues. I toyed with the idea of using Profession (something related to the check) as essentially a self-Aid Another, but then I have to anticipate every possible profession that could relate to every single Knowledge check, and it just opens up a can of worms. So I'm going to say no, at least until I can come up with a much more codified system.


HP 57/57 | AC (18) 12 T 12 FF (16) 10 | Fort +7 Ref +6 Will +8 (+2 v. ench/poison) | CMB +3, CMD 15 | Init +4 | Perc +3 | Spells 3rd 2/5 2nd 5/7 1st 3/8 | Tanglevine 8/8

Alright, not a problem.


Mr. Moneybags wrote:

For the purposes of quick resolution, could we exchange the materials for equivalent gold now instead of registering them (and encumbrance) individually? I'm not sure Perry technically has anything to scoop up the honey or roots with.

Oh, question: did we strip the fey of valuables? Not sure if it's Lawful, but Right of Conquest is Right of Conquest.

Yes, we did loot the fey (the little guys didn't have much of anything worth the taking, but the big guy had a +1 Small rapier, +1 Small rosewood armor, a belt of dexterity +2, and two potions of cure moderate wounds).

I was working under the assumption that everything of value would be gathered up on the way out and put on horses, so I didn't plan to count it against encumbrance unless someone specifically mentions taking something early. There are some unused casks lying around that could be used to transport the honey, and sacks that could be used to carry the roots (although we don't know much of anything about the roots yet anyway). The stores at the keep, as well as the occasional merchants passing through, have plenty of purchasing power to buy anything you guys don't want to keep, so I intended to liquidate once we got back.

I got your back, Jack. :)

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

I suspected that some would have golden-lined silken clothes or child-sized shoes. >:D
As long as all the phat lewt is accounted for, I'm good to continue.


Female Human (Chelaxian) Phalanx Soldier 5/Hellknight 2 | AC 26 (25% chance to negate critical hits and sneak attacks) | HP 74/74 | Fort +9, Ref +4, Will +5 | CMB +10, CMD 22 | Init +2 | Perception +6
GM Rennai wrote:
Rerolls are a pretty potent ability, and using a completely different skill to cover what's pretty clearly Knowledge's purview is powerful, too. I do like the idea of it, but I'm afraid it would create balance issues.

I think using Profession (gardener) in lieu of Knowledge (nature) checks when identifying non-creature plants would be very fitting. Same goes for any Profession skill when it comes to gaining relevant information, though I agree a player should roll one or the other, not both. In some cases, it makes sense for Profession skills to be more useful in gaining information, such as using Profession (barrister) instead of Knowledge (local) when it comes to local laws. I think the very limited scope of these skills more than makes up for the benefit in those specific instances.

A null point in Anthuria's case, since her Knowledge score is higher than her Profession, but I do think Profession skills should be actually useful.


Jetta Stahle wrote:
GM Rennai wrote:
Rerolls are a pretty potent ability, and using a completely different skill to cover what's pretty clearly Knowledge's purview is powerful, too. I do like the idea of it, but I'm afraid it would create balance issues.

I think using Profession (gardener) in lieu of Knowledge (nature) checks when identifying non-creature plants would be very fitting. Same goes for any Profession skill when it comes to gaining relevant information, though I agree a player should roll one or the other, not both. In some cases, it makes sense for Profession skills to be more useful in gaining information, such as using Profession (barrister) instead of Knowledge (local) when it comes to local laws. I think the very limited scope of these skills more than makes up for the benefit in those specific instances.

A null point in Anthuria's case, since her Knowledge score is higher than her Profession, but I think Profession skills should be actually useful.

I'm definitely in the camp of making Profession skills more useful, too - just not as a chance for free rerolls, since, as I said, it's a pretty potent ability. "Roll twice and take the better result on Knowledge checks" is an actual class ability for some classes. But I do agree that Profession should act in a sense like the Lore skill - it gives you knowledge related to that specific profession. Otherwise there's little point in putting ranks into it besides flavor. I may have to codify that into a house rule one of these days, but I don't have it ready at the moment.


male Human Cavalier lvl 6 Order of the Shield Init +2; Senses low light, Perception +11, HP 61 out of 61, Fort +7, Ref +4, Will +3 - AC 18, 12 touch , 16 flat-footed, CMB +9; CMD +21, Challange x2per day, Tactician x3 per day,

I like this idea.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
GM Rennai wrote:
a player should roll one or the other, not both.

This approach (one or the other) is pretty much standard practice, GM.


Lord Perry Arizian wrote:
GM Rennai wrote:
a player should roll one or the other, not both.
This approach (one or the other) is pretty much standard practice, GM.

It's a completely logical practice, but not by-the-book - the only RAW use of Profession is checks to earn income. (I've had to do a lot of my learning by-the-book, since our GM and most experienced player got their grounding in 3.5, so we're having to retrain them.)

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

True. I affirm your decision, and have ruled similarly.


Female Human Paladin 6 | AC 24 (Currently 25 [27 vs. Chaotic]) | HP 65/65 | Fort +10, Ref +6, Will +8 | CMB +12, CMD 22 | Init +1 | Perception +7 Lay on Hands 5/5 | Smite 3/3

Traveling today, please bot as needed!


Sorry, extra night at work and it's going weird. Post later this morning when I get home.


Female Human (Chelaxian) Phalanx Soldier 5/Hellknight 2 | AC 26 (25% chance to negate critical hits and sneak attacks) | HP 74/74 | Fort +9, Ref +4, Will +5 | CMB +10, CMD 22 | Init +2 | Perception +6
GM Rennai wrote:

I may be a horrible person, but I'm really having a lot of fun with suggestion...>:D

Feel free to keep posting your actions from here; I don't want you to be stuck with nothing to do just because the fey are tricky little bastards. I'll trust you to make it fun.

Hey, it happens. It's just a game, I'm not going to get salty over it. :P

Okay, maybe just a bit.


It's ok to be just a little salty about it.

At least you aren't being force-fed poison...;)


stats:
Male human ranger 7 | HP 67/67 | AC 19 | T 14 | FF 16 | CMB+9 | CMD 21 | Fort +7 | Ref +7 | Will +6 | Perc +12
stats:
male medium dog 6 | HP 51/51 | AC 19 | T 13 | FF 16 | CMB+8 | CMD 21 | Fort +8 | Ref +8 | Will +3 | Perc +6
GM Rennai wrote:

It's ok to be just a little salty about it.

At least you aren't being force-fed poison...;)

Hey, I read that. :)

But revenge is sweet. Oh that's right, you're a player in my new game... :)


stats:
Male human ranger 7 | HP 67/67 | AC 19 | T 14 | FF 16 | CMB+9 | CMD 21 | Fort +7 | Ref +7 | Will +6 | Perc +12
stats:
male medium dog 6 | HP 51/51 | AC 19 | T 13 | FF 16 | CMB+8 | CMD 21 | Fort +8 | Ref +8 | Will +3 | Perc +6

Did my arrow 'pop an image'?

Is this an illusion that I can try and 'disbelieve'?

What's a dumb, old ranger going to think?


Balthus Tauran wrote:

Did my arrow 'pop an image'?

Is this an illusion that I can try and 'disbelieve'?

What's a dumb, old ranger going to think?

It's a spoiler alert minor image, so by the book it's a Will save to disbelieve, although really I'm inclined to go with you guys auto-passing the save, at least anyone that saw the arrow. Trying to talk to it or examine it closely for details would be one thing, but an arrow flying through makes it pretty clear it's an illusion. And it's a figment, not a glamer, so it can't make anything anywhere near solid, which means that arrow isn't stopping.


HP 57/57 | AC (18) 12 T 12 FF (16) 10 | Fort +7 Ref +6 Will +8 (+2 v. ench/poison) | CMB +3, CMD 15 | Init +4 | Perc +3 | Spells 3rd 2/5 2nd 5/7 1st 3/8 | Tanglevine 8/8

fooled me into using a 3rd level spell :P


I think I might be a mean GM. :)


Balthus Tauran wrote:
GM Rennai wrote:

It's ok to be just a little salty about it.

At least you aren't being force-fed poison...;)

Hey, I read that. :)

But revenge is sweet. Oh that's right, you're a player in my new game... :)

Oh, be as mean as you want. I've played Pathfinder for almost two years now, and I haven't had a character die yet. I'm long overdue.


Female Human Paladin 6 | AC 24 (Currently 25 [27 vs. Chaotic]) | HP 65/65 | Fort +10, Ref +6, Will +8 | CMB +12, CMD 22 | Init +1 | Perception +7 Lay on Hands 5/5 | Smite 3/3

As Mairen's move action she's gonna deploy Detect Evil as she five foot stutter steps into the doorway. Does she determine any more illusory natures?


Move action Detect Evil only works when you're concentrating on a single individual. For an area, it'd have to be the standard action as the spell, and it'd take three rounds of concentration to get specific locations. (Plus, it'd actually end up being backwards how you could sort the two out - the actual fey would be evil, while any possible images would have no evil aura.)

Detect Magic would be what you'd need to sort out illusory from real, but that'd suffer from the same three-round requirement.


Female Human (Chelaxian) Phalanx Soldier 5/Hellknight 2 | AC 26 (25% chance to negate critical hits and sneak attacks) | HP 74/74 | Fort +9, Ref +4, Will +5 | CMB +10, CMD 22 | Init +2 | Perception +6
Amund Basurto wrote:
Phalanx Formation feat means it does not have cover and I will take the AoO from the white one.

Well, that is the feat I'm missing!

...is it still possible to swap out Furious Focus?


Jetta Stahle wrote:
Amund Basurto wrote:
Phalanx Formation feat means it does not have cover and I will take the AoO from the white one.

Well, that is the feat I'm missing!

...is it still possible to swap out Furious Focus?

The offer was made; I shall not rescind it now. :)


Female Human (Chelaxian) Phalanx Soldier 5/Hellknight 2 | AC 26 (25% chance to negate critical hits and sneak attacks) | HP 74/74 | Fort +9, Ref +4, Will +5 | CMB +10, CMD 22 | Init +2 | Perception +6

Okay, swapped. Thanks for bringing that feat to my attention, Amund :)


male Human Cavalier lvl 6 Order of the Shield Init +2; Senses low light, Perception +11, HP 61 out of 61, Fort +7, Ref +4, Will +3 - AC 18, 12 touch , 16 flat-footed, CMB +9; CMD +21, Challange x2per day, Tactician x3 per day,

Yeppers. Always happy to help

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Speaking of changing feats--Improved Initiative is doing precisely jack squat for me with these rolls.
I want to retrain it--would this take the 5 days required by the Ultimate Campaign rules?


Lord Perry Arizian wrote:

Speaking of changing feats--Improved Initiative is doing precisely jack squat for me with these rolls.

I want to retrain it--would this take the 5 days required by the Ultimate Campaign rules?

There has already been at least one instance where having Improved Initiative caused you to act before the enemy in a surprise/first round, when otherwise you would have had to wait for their action, so you have received benefit from the feat. (The instance I came across was against the trees in the glade above.) And it doesn't fall prey to a rules contradiction like we discovered with Jetta and Furious Focus.

Is it just the numbers you've been getting that have you wanting to retrain it, or is it the method I use to roll initiative? If the latter, I don't think I explained the initiative procedure beforehand, which means you did not have a chance to take it into consideration, and I would allow free retraining.

If it's just bad dice rolls, them's the breaks sometimes. Retraining would cost the usual in money and time. (There will be opportunities for it.)

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

It's the roll results. My character has terrible Dex, and I thought the feat might mitigate it. Not getting the return on the investment.

I would really like a metamagic feat that will make divine favor last for hours--but Extend Metamagic merely doubles (or triples it if I increase spell level by +2). 3 minutes for a 3rd level spell?
Mehisms.


Female Human (Chelaxian) Phalanx Soldier 5/Hellknight 2 | AC 26 (25% chance to negate critical hits and sneak attacks) | HP 74/74 | Fort +9, Ref +4, Will +5 | CMB +10, CMD 22 | Init +2 | Perception +6

So, does the suggestion end now that the sprites are dead...?

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Sort of.

Order through Suggestion wrote:
Go back up the stairs and watch for intruders. Who knows what kind of threats could wait to charge in from above? And he's right - any sort of creature could take advantage of the opening you've left behind you...
Suggestion Spell Description wrote:
--the suggested course of activity can continue for the entire duration (4+ hours). If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

Now--keeping watch is a course of activity that can remain for a few hours--but I've posted a little something to strike at the spell's weakness.


Good little rules lawyer. :) Yes, Perry's efforts will be adequate to break the suggestion, although he would have to ask first what it is Jetta's feeling the need to do, since he wasn't privy to the original command. Regardless, a few minutes later Perry and Jetta can reappear downstairs with her in control of herself again.

And I solemnly swear, we're done with suggestion for a while. ;)

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Oh right--the command is telepathic, isn't it?
Although the spell has a verbal component, I believe compulsion spells address the target through telepathy.

I'll modify my post accordingly.

GM wrote:
Good little rules lawyer. :)

>:D


1 person marked this as a favorite.
Lord Perry Arizian wrote:
Small question--would Shelyn really smite us for burning this rose? O_o

All meta-knowledge of divine retribution for small, unknowing acts of defiance in defense of the land you've set out to colonize is for me to know and you to burn to ashes on the pyre of find out. ;)


Female Human Paladin 6 | AC 24 (Currently 25 [27 vs. Chaotic]) | HP 65/65 | Fort +10, Ref +6, Will +8 | CMB +12, CMD 22 | Init +1 | Perception +7 Lay on Hands 5/5 | Smite 3/3

Hello everyone, I'm going to be traveling tomorrow, so please feel free to bot me if needed!

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

I'm sure that a healer's kit has a pair of scissors--to cure deadly wounds or remove caltrops.

Question: These are just thorns, right? Can't Perry just...like...cut them and sh*t? Or at least cut around them?
I mean, they aren't moving or anything...


Female Human (Chelaxian) Phalanx Soldier 5/Hellknight 2 | AC 26 (25% chance to negate critical hits and sneak attacks) | HP 74/74 | Fort +9, Ref +4, Will +5 | CMB +10, CMD 22 | Init +2 | Perception +6

I might have taken this...

GM Rennai wrote:
But any flowers picked by hand will bloom forever, and would be worth 50 gp apiece as a curiosity.

...a bit too literally, but I assumed that not using tools was some sort of a symbolic gesture. Manufactured metal being inimical to fey magic, that sort of thing.


Jetta Stahle wrote:

I might have taken this...

GM Rennai wrote:
But any flowers picked by hand will bloom forever, and would be worth 50 gp apiece as a curiosity.
...a bit too literally, but I assumed that not using tools was some sort of a symbolic gesture. Manufactured metal being inimical to fey magic, that sort of thing.

The manufactured metal is actually inimical to the fey magic - that's why they respond so poorly. It literally means by hand.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

@Everyone: Your local lawyer/banker is carrying lewt of various levels of phatness so far. If anyone needs anything, feel free to ask him--write-up and list of items is in the sheet.


So it sounds like we're going to talk with the dead king? Works for me, and probably not a bad idea - get your questions sorted out and I'll answer them tonight. I don't think I have a long post in me this morning; I'm not feeling so good right now. :/

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Something happened?

Fey-king: "Yeah...no riddles and stuff. X and Y happened and we died. The bucket hurt my toe--and also you guys suck."


Oh, come now, where's the fun of GMing a speak with dead if I don't get to do riddles and stuff? :P


Female Human (Chelaxian) Phalanx Soldier 5/Hellknight 2 | AC 26 (25% chance to negate critical hits and sneak attacks) | HP 74/74 | Fort +9, Ref +4, Will +5 | CMB +10, CMD 22 | Init +2 | Perception +6

I'm fine with interrogating the king before we leave.

Just to be sure: are we torching the roses or not? Amund, Balthus, Jetta, and Mairen were in favour of burning them (at least the ones we don't take with us), and Anthuria was ambivalent. Only Perry is directly in favour of keeping them intact (for future monetisation). It seems Balthus and Jetta are just about ready to raze the whole place to the ground, though Jetta can be convinced to ask Sir Tolgrith before attempting to do so. That might require some manpower anyway.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Jetta Stahle wrote:
I'm fine with interrogating the king before we leave.

Hey-hey-hey. We're reversing roles from CoT!

This time, I'll be the good cop.

Or the somewhat ambivalent magic-cop.


male Human Cavalier lvl 6 Order of the Shield Init +2; Senses low light, Perception +11, HP 61 out of 61, Fort +7, Ref +4, Will +3 - AC 18, 12 touch , 16 flat-footed, CMB +9; CMD +21, Challange x2per day, Tactician x3 per day,

So one question is asking about others threats in the Vale? I want to ask if the Fey King had any allies we will have to deal with later.


HP 57/57 | AC (18) 12 T 12 FF (16) 10 | Fort +7 Ref +6 Will +8 (+2 v. ench/poison) | CMB +3, CMD 15 | Init +4 | Perc +3 | Spells 3rd 2/5 2nd 5/7 1st 3/8 | Tanglevine 8/8

Anthuria won't object to burning the bush, though she will shy away from speaking to a fey-king corpse.


Copy that. Burning the bush, speaking with the king. Perry, cast the spell and I'll get an answer up.


stats:
Male human ranger 7 | HP 67/67 | AC 19 | T 14 | FF 16 | CMB+9 | CMD 21 | Fort +7 | Ref +7 | Will +6 | Perc +12
stats:
male medium dog 6 | HP 51/51 | AC 19 | T 13 | FF 16 | CMB+8 | CMD 21 | Fort +8 | Ref +8 | Will +3 | Perc +6

Just a quick post to say that I'm still here and following. Not participating because Balthus decided not to partake in the 'talk with dead people thing'. :)

Quick question (trying to learn).

Why didn't the dead fey king answer Perry's question about who cut their ears off? Did he make a saving throw or something? Is he not compelled to answer a direct question or can the GM just BS the players as much as he wants?


From the SRD wrote:

You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.

Unsurprisingly, the king's a bit salty about, you know, being dead and all, and there's only so much he knew about the matter. The question of a save I'll leave up in the air. ;) But basically, any crypticness can be a confluence of factors, especially interviewing dead enemies (friendly corpses tend to be more forthcoming).

To be fair, there's also a bit of suspense-preserving on my part - I don't want to give away everything at a go, although I do like rewarding ingenuity like carrying speak with dead scrolls. That's why even my most cryptic or obstinate answers will nearly always have at least something useful or pertinent.

Sorry things have gotten slowed down a bit the last few days, by the way, with trying to figure out courses of action - I'm going to work over the next bit to get us back to speed.


stats:
Male human ranger 7 | HP 67/67 | AC 19 | T 14 | FF 16 | CMB+9 | CMD 21 | Fort +7 | Ref +7 | Will +6 | Perc +12
stats:
male medium dog 6 | HP 51/51 | AC 19 | T 13 | FF 16 | CMB+8 | CMD 21 | Fort +8 | Ref +8 | Will +3 | Perc +6
GM Rennai wrote:
To be fair, there's also a bit of suspense-preserving on my part - I don't want to give away everything at a go, although I do like rewarding ingenuity like carrying speak with dead scrolls. That's why even my most cryptic or obstinate answers will nearly always have at least something useful or pertinent.

Ok so you have basically taken your 'god-given responsibility' as a GM and have nerfed the power in order to make the game interesting and fun for everyone.

I like that; it's something I would do without hesitation. :)

Game on!

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