Keolin's Reign of Winter Campaign, Table 1 (Inactive)

Game Master Nickadeamous

Roll20 Link
Loot List

Initiatives:

[dice=Ragnar] 1d20-1 [/dice]
[dice=Warden] 1d20+2 [/dice]
[dice=Fang] 1d20+3 [/dice]
[dice=Droviz] 1d20+3 [/dice]
[dice=Havelock] 1d20+3 [/dice]
[dice=Krystae] 1d20+6 [/dice]
[dice=Elen] 1d20+3 [/dice]


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Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2
Havelock Iacton wrote:
Looks good to me, I have no objections.

Thank you, Havelock! If you would like to copy all those items onto your character sheet. I'm going to delete all the consumables from the list and only keep track of permanent items once everyone has chimed in. Also, I made one last edit to my previous post at the end if you wouldn't mind looking it over and letting me know!


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Oh wait, one thing, since there was some curiosity about the ring of regeneration not being worn, we should wait for someone to claim it until Havelock has examined it using an Identify on it.


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

Thanks for doing the work, Krystae.

Drovitz? What do you think about the ring?


Male Drow Fighter 4 / VMC Magus: Init +3; Senses Low-light vision, Perception +9; AC 19 (+3 Dex., +3 armour, +2 shield, +1 natural); hp 22/32; Fort +5, Ref +4, Will 0/+2

I think I have decent hp and the ring is probably better for someone less robust. ^_^


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

I'll take it then. I'm a scrawny little giant man.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

I'll make a post Tuesday to get back into the swing of things. Sorry for the delay.


fluid fey-touched Dreamlord

Posting to all my games as this MAY be very relevant in the future: My corporate network is applying selective restrictions to certain sites, regardless of the connection used.
For these past days, my connection to paizo was refused, today it is working again. While I often do my posts from home, what this means is that at times where I'm travelling to HQ or another department, which happens regulary, I'll be dependent on the system allowing me access.
Those last 3 days, I've been locked out of Paizo by my cache administration.
I will look into ways to "fix" this, but for now, whenever I am travelling, I may or may not be able to log in -_-
(and my phone is company-issued using the same restrictions...so no luck there).

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

Did everyone get an opportunity to look over the Loot Tracker? I want to make sure I get an affirmative response before I start deleting items from the Tracker. I'll move all permanent magic items to the Claimed section and then all consumables will be removed from the Loot Tracker after I hear back from everyone. So far I know for sure that Havelock looked over the list and is good with it. I *think* Ragnar and Droviz are both good with it, but want to double check first, and I haven't heard anything from Elen yet.


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

Yes, I checked and updated my sheet.

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2
Ragnar Deathspeaker wrote:
Yes, I checked and updated my sheet.

Thanks Ragnar!


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

I couldn't find the loot tracker at first. Let me look at things and I'll get back to you today.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

I think Elen would like the cloak and the potion of fly.


Curse of the Crimson Throne Roll20

You have one door left to open in this room as well as the ritual to stop. Feel free to take your time before moving on. You also have the sylph as a prisoner.

By the way, that was a great scene, well played.

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

I agree, that was an awesome scene!

Okay. All permanent items have been claimed and moved from the main page to the Claimed section of the Loot Tracker. Please make sure you have all the consumables assigned to your PCs on the Main page written down before Wednesday 8/17, because I'm going to clear all the assigned consumables from the Loot Tracker to keep it a bit more tidy.


Curse of the Crimson Throne Roll20

So back outside to look for Fang and reconnect with Nadya to deliver the bad news or back upstairs to try and disrupt the ritual?

I also added the Loot Tracker to the campaign tab so it should now show up at the top of the page as well.


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

I would prefer to disrupt the ritual


HP: 35/35 | AC:18 / T:12 / FF:16 | Fort: 7, Ref: 3, Will: 7 | CMD: 17 | Init: 2(+2 Forest) , Perception: 11(+2 vs traps, +2 Forest, Low-Light)

I would prefer to retrieve Fang first.
I may be biased on the matter, admittedly.


HP: 25/34 | AC:21 / T:14 / FF:17 (+4 vs AoO/moving) | Fort: 7, Ref: 7, Will: 2 | CMD: 18 | Init: 3 , Perception: 6

*growls* (not easy to do with a nontraditional respiratory system)

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

Krystae is with Ragnar. In her mind, leaving the tower not completely cleared in a terrible idea.


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Obviously avenging the child, which as this point most likely translates into bringing painful death to the ritualists.


Male Drow Fighter 4 / VMC Magus: Init +3; Senses Low-light vision, Perception +9; AC 19 (+3 Dex., +3 armour, +2 shield, +1 natural); hp 22/32; Fort +5, Ref +4, Will 0/+2

We definitely need to clear this place. The portal's source is somewhere in here, and we did not come all this way just to retreat!


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

"Dying for salvation with dedication
No capitulation, annihilation"


Male Drow Fighter 4 / VMC Magus: Init +3; Senses Low-light vision, Perception +9; AC 19 (+3 Dex., +3 armour, +2 shield, +1 natural); hp 22/32; Fort +5, Ref +4, Will 0/+2

That, and looting rights. ;)

(Hey, Droviz is all for saving the world and avenging the girlchild, but he won't say no to being compensated for services rendered.)


HP: 25/34 | AC:21 / T:14 / FF:17 (+4 vs AoO/moving) | Fort: 7, Ref: 7, Will: 2 | CMD: 18 | Init: 3 , Perception: 6

(Yay Level 4...will do Warden later, little time right now)
4th-Level Advancement
Size Medium; Attack bite (2d6);
Ability Scores Str +4, Dex –2, Con +2;
Special Attacks: rage (1/day, as the barbarian class feature for 6 rounds).

Regular Animal Companion Advancement
+1 HD
+1 BaB
+1 Fort/Reflex
+1 Perception
Ability Score Increase: +1 Intelligence


Male Drow Fighter 4 / VMC Magus: Init +3; Senses Low-light vision, Perception +9; AC 19 (+3 Dex., +3 armour, +2 shield, +1 natural); hp 22/32; Fort +5, Ref +4, Will 0/+2

*DING!* Level-up! :)

Fighter 4 for Droviz.

HP: Half max. (5) + Con. (2) = 7 (total 32)

+1 Base Atk. (+4)
+1 Fort. save (+5)

Ability score increase: +1 to Wisdom - with an eye to being eligible for Noble Spell Resistance down the line.

Skill ranks: 2 + Int. (1) + Favoured class (1) = 4
Annnd two skill ranks for background skills! ^_^

Bluff +1 (+9)
Craft (weaponsmithing) +1 (+7)
Intimidate +1 (+6)
Linguistics +1 (+5) - taking Skald
Perception +1 (+9)
Ride +1 (+7)

Feat selection: torn between Double slice, Two-Weapon Defence and Weapon specialization (longsword). Rolling for it: 1d3 ⇒ 1
Double Slice, it is!


Male Drow Fighter 4 / VMC Magus: Init +3; Senses Low-light vision, Perception +9; AC 19 (+3 Dex., +3 armour, +2 shield, +1 natural); hp 22/32; Fort +5, Ref +4, Will 0/+2

A wild Goblin appears... under strange circumstances!


HP: 35/35 | AC:18 / T:12 / FF:16 | Fort: 7, Ref: 3, Will: 7 | CMD: 17 | Init: 2(+2 Forest) , Perception: 11(+2 vs traps, +2 Forest, Low-Light)

@Droviz, I think it's half+0.5, because D10 is actually 5.5, and unlike other things in pathfinder, that usually gets rounded up(or you'd get a worse deal than by rolling.) Long story short I think you should get one more HP

Druid(Treesinger, World Walker) 4
HP + 8(5(Class)+3(Con))
+1 BaB
+1 Fort/Will
+1 Level 1 Spell Slot
+1 Level 2 Spell Slot
Wild Shape(As Plant Shape I)

Skills 4+1(Int)+2(Background)
Background: +1 Handle Animal
Background: +1 Linguistics - one language present in the party, leaving it open for now if thats ok to learn who might be most likely to teach it.
+1 Perception
+1 Disable Device
+1 Survival
+1 Stealth
+1 Acrobatics

+1 Wisdom


Curse of the Crimson Throne Roll20
Keolin Portara wrote:

As far as hitpoints- I am ok with you using PFS rules for that if you prefer, but if you roll, you should take what you rolled and you can't change to PFS rules. So if you like chance, you can go with that, but you are stuck if you roll poorly. You can reroll a 1 one time because I hate rolling 1s for hitpoints.

This is effective going forward from now. If you rolled already, you can choose PFS rules as far as this level since I hadn't said anything before.

This was the rule set by the original GM.


fluid fey-touched Dreamlord

I was going by this post made by you on the topic.
If he uses average, as Fighter, it should be 6, not 5. Thats what I meant.

Also, I was unaware there was an option to roll, at all. No matter, bookkeeping is easier with averages.

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

Inquisitor 4th level
+1 BaB
+1 Fort/Will
+6 HP (5 from class, +1 Con)

SQ: +1 Judgement per day
+1 2nd level spells per day
+2 2nd level spell known (Blistering Invective, ???)
Pierce Concentration (Inquisition)

Skill Points: 6 + 1 (Int. bonus) + 1 (FCB) + 1 (Human)
+1 Diplomacy
+1 Intimidate
+1 Knowledge: Arcana
+1 Knowledge: Nature
+1 Perception
+1 Sense Motive
+1 Spellcraft
+1 Stealth
+1 Survival

Background Skills:
+1 Lore: Witches
+1 Knowledge: Nobility

I'm torn on what I should pick for my other 2nd level spell. The debate is between Protection From Evil, Communal or Silence. What all do you think?


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

Another level of Oracle.

+1 Charisma (4th level attribute point)

+1 BaB
+1 Will

Hit Points: 1d8 ⇒ 6

2nd level spells gained-
See Invisibility
Cure Moderate Wounds
Lesser Animate Dead

Swapping out Bless for Hide From Undead, and adding Hidden Diplomacy to my first level list with my Favored Class bonus.

+1 to all my existing skills. Nothing new this level.

+1 round of Rage


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage
Krystae Stormcrow wrote:
I'm torn on what I should pick for my other 2nd level spell. The debate is between Protection From Evil, Communal or Silence. What all do you think?

Wow, that's a tough choice. Both are great. I think I would choose Silence. It makes stealth operations possible with big clumsy Ragnar around, and it can completely shut down enemy casters.


Curse of the Crimson Throne Roll20

I would not discount lesser restoration. I know. Not helping. I'd go with Silence between the two.


Curse of the Crimson Throne Roll20

And Havelock, could you PLEASE update your profile with your stat line...please.


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

GM, now that I have Animate Dead, I have a couple things I wanted to bring up and get your input on-

1) The previous GM had OK'd Ragnar being able to substitute Scrimshaw for Onyx as the material component for creating undead. That would allow him to essentially create his own material components with the Craft skill (with value determined by the results of his rolls), rather than purchase Onyx and have to carry it around.
What do you think of that? If you don't like the idea, do you have any other suggestions for alternate material components (I'm not a huge fan of lugging around different values of onyx for each possible hit dice of undead I create).

2) I'm hoping to animate the Troll in the courtyard as my very first undead minion. Any problem with that plan?


Curse of the Crimson Throne Roll20

1. I don't like onyx lugging either, but I'm not sold on the scrimshaw either. It's too easy to find bone or ivory and it would take to long to craft anything valuable enough unless we severely lowered the costs. I'm leaning more towards utilizing Ragnar's spirits. You wanna animate a 3 hit dice zombie, burn three hit dice of spirits. Maybe make a Diplomacy check as a full-round action or something to actually acquire more spirits of the recently deceased. I don't know, I'm still brainstorming...

2. The troll was large. Lesser animate limits it to small or medium skeletons or zombies.

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

That was my exact thought about Silence, Ragnar! If we run into enemy casters, Krystae tosses a Silence upon Ragnar and sends him loose. She then plinks away from a distance with my new awesome ability from my inquisition!

Silence it shall be.

Oh, and +1 to Dex. Forgot to post that in my update post earlier.

*EDIT*

I need to find something good from the tower to add to Krystae's talismans!!!! What do you fine folks think? What have we found thus far that would be a good addition.


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage
The Many-Faced GM wrote:

1. I don't like onyx lugging either, but I'm not sold on the scrimshaw either. It's too easy to find bone or ivory and it would take to long to craft anything valuable enough unless we severely lowered the costs. I'm leaning more towards utilizing Ragnar's spirits. You wanna animate a 3 hit dice zombie, burn three hit dice of spirits. Maybe make a Diplomacy check as a full-round action or something to actually acquire more spirits of the recently deceased. I don't know, I'm still brainstorming...

I'm not sure what you mean by "burn" the spirits.

The way the spirits work (in my head) is that they are what animates an undead creature for as long as it exists. Ragnar doesn't use the corpse's own spirit. He essentially lets one of the spirits who follow him wear the animated body like a suit. Once the undead is destroyed, the spirit goes back to being intangible and unable to effect the world.

I hadn't planned on them ever being destroyed (since they are the in-game description of Ragnar's Oracle Curse. Can't really destroy parts of a class feature).

What about Onyx powder? (that would allow the right ammount to be measured out, rather than having to carry around different values of onyx). I still don't like it too much because it seems too "modern" for Ragnar. I'd always envisioned his way of doing things as being Iron Age at best.

Would you allow Ragnar to cast Blood Money? That would bypass the material component problem, and would fit his themes well.

Quote:
2. The troll was large. Lesser animate limits it to small or medium skeletons or zombies.

Right! Forgot about that. Can anyone remember if there were any Small or Medium creatures that we went up against that had more than 1 Hit Dice?

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

The Captain of the Guards! Or that sergeant Krystae skewered. Or the Goatman!


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

Humans are always 1 Hit Dice as Skeletons.

The Goatman might work. What was it?

Sovereign Court

Female Ulfen 4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

Oh I meant the wizard with the goat lol. I think everything other than the troll was human, except the sylph and she's still alive.

Also, I think I've decided on Krystae's talisman, the ice key.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

My computer has developed major issues and I will need to try to get my backup laptop working. Please bot me if needed.

-Posted with Wayfinder


Male Human Adept WS 41, BS 37, S 23, T 40, Ag 28, Int 23, Per 33, WP 40, Fel 33, Wounds 10/10, FP 4/4

Hp: 1d8 ⇒ 5
+1 BAB
+1 Fort
+1 Ref

Discovery:...
2nd lv extract

Skillpoints: 4 + 4 + 1 + 2 Background


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

I can't quite update my character yet because herolab is on my busted PC. But at least I can post! Went through an entire level without preparing spells -- imagine that!


Male Drow Fighter 4 / VMC Magus: Init +3; Senses Low-light vision, Perception +9; AC 19 (+3 Dex., +3 armour, +2 shield, +1 natural); hp 22/32; Fort +5, Ref +4, Will 0/+2

The undead have appeared in Res Mira! (Mildly NSFW)


HP: 35/35 | AC:18 / T:12 / FF:16 | Fort: 7, Ref: 3, Will: 7 | CMD: 17 | Init: 2(+2 Forest) , Perception: 11(+2 vs traps, +2 Forest, Low-Light)

Clarification of my point of view:

While it was previously established, in Ragnar's favor, that necromancy is totally a grey area, not necessarily evil by it's very nature, one aspect that needs to be touched is that of "afterlife". If Pharasma is not altered, she'll want those who die to line up.
And regulary, those who die will want to pass on to the afterlife. Normally, unless certain magic is involved, it takes a immensely strong will or overwhelming urge to "remain behind" as a undead/ghost/manifestation/haunt...a purpose or emotion so strong that it transcends death and keeps part of the spirit in this world.

And honestly, I don't see a 7-year old do that and had assumed she had long moved on after having died. And if we establish that anybody who died unjust simply remains behind, as a spirit, as a ghost, then things will get crowded fast...because when WILL they pass on? Such aspects would need to be addressed, because unless Thora is consumed by a hatred and wants to see the witch suffer and die that was responsible, said witches death would probably not set her free.

So it's not the remainder of this dark moment that gives me pause, it's the circumstances under which her fate was changed into having to remain trapped in the world of the living.
And if she is trapped in this existance, Warden would not be too happy by her being "forced" to remain here by joining Ragnars swarm, rather than finding a way to send her on, soon.(And Ragnar would not do that, it seems, since he considers the ghosts to be here voluntary).

I should also state that while some concerns are regarding the mechanics of how undead self-create and spirits remain behind in this setting, those latter concerns are in-character. Briarborne are huge on the natural cycle, to the point they let their own dead lay where they fall to decompose and return to earth, or provide to others, which is the logical next step of being dead matter.
So Ragnars focus on something that is essentially a "anomaly" or "bug" in the circle of life as perceived by them may provide some interesting opportunities for RP down the line, no matter what kind of precedence is set for spontaneous generation of undead/spirits.


HP 19/36, Temp HP (0), Nonlethal 12, -4 max hp(from con damage), AC 19 (17), Fort +4 (+6), Dex +0, Will +4 (+6) Rage 0/6, Command Undead 5/5, Assume Fate 2/2, Spells: 1st 6/7, 2nd 3/4 Active Effects: 2 Wis damage, 4 con damage

One of the reasons I created Ragnar as a character was to explore the exact themes you are bringing up.

Golarion has a whole lot of "bugs" in its life-death-afterlife cycle, and in its rules.

Some of it is conflicting, some of it is completely unsaid and up to GM interpretation, and some of it is clearly stated but creates moral issues that are very complicated and often super dark in their implications.

It is my intention to explore the weird necromancy rules and the related spiritual fluff of the setting pretty deeply.

Feel free to bring it up in game. I love this stuff.

That said, if exploring these things through the story isn't fun for any of you, please let me know. I'll tone it down or make a new character. I don't want to ruin other people's fun for my narrative.


Curse of the Crimson Throne Roll20

Cue rambling brainstorming: There's a first time for everything and just because something hasn't been done doesn't necessarily mean that it can't be done. Even if something has been done doesn't guarantee that it can be done again. Hardly anything occurs 100% of the time. Rules are meant to be broken. I just don't see why it's important to nail down what happens after death in a fantasy game. There's no time table for how fast souls are processed in the Boneyard, it could take days or decades.

Just assume that this particular situation is unique and special. Besides no one really knows what the triggering event to help Thora find eternal rest will be. It could just be saying goodbye to her mother, it could be killing the white witch responsible, it could be Ragnar's death, who knows. It's not something defined that the characters would be aware of even with the appropriate knowledge, background, or experiences.

How would Warden know the girl was trapped, implying held against her own will, especially if she can't perceive the girl herself? Is she just taking Ragnar's word for it, someone she's known for all of 15 minutes?

The bottom line to me is just lots of windows for different views away from "it's evil, I attack it".


HP: 35/35 | AC:18 / T:12 / FF:16 | Fort: 7, Ref: 3, Will: 7 | CMD: 17 | Init: 2(+2 Forest) , Perception: 11(+2 vs traps, +2 Forest, Low-Light)

Oh, don't get me wrong. I'm all fine with you exploring necromancy.
I'm just kinda scared that if the world works consistent, then basically everybody who died will remain behind and nobody pass on unless they die peacefully.
Places where centuries ago a battle was fought would be crowded by thousands of dead soldiers spirits.
Old cities would be a mess with several dozens of ghosts for every living inhabitant.

That kind of thing. You seemed to look for Thora pretty consistently, certain that she was still here. As said, I had expected for her to have passed on. The fact she DID remain behind simply brings up this basic mechanic question: What DOES cause spirits to remain behind? What allows them to leave again? Does everything that died unexpectedly linger for a time(say, a week), then pass on? Do they stay permanently?
Is Ragnar cruelly forcing them to stay here by overpowering their desires with his own, while thinking he is doing them a favor, when in reality he is preventing their peaceful departure? Do all dead long to remain in this world and only special clerical rituals or cantrips can send them on their passage?

The moral obligations aside, these are basic mechanical concepts that should be worked out, because they pretty much govern how this part of the world works, and how people's reaction to something SHOULD be.
For example, if everything tries to be undead unless a cleric makes them pass on, Thora's mother MAY have expected a little zombie to greet her, then lumber on home behind her until she could fetch a priest.

I agree that much of the fluff can be explored in-game, and made up as we go...but some basic rules defining core concepts would be necessary as a guideline for how we should view these things.

@ninjaed by GM: As said, I'm totally fine with what's currently happening, in character and as player. I am only trying to understand it. Mostly because of how "natural" it seemed to Ragnar(in that Ragnar fully expected to find the girl, stating MULTIPLE times that he was looking for her, or would not want to leave before finding her). It was not a surprise to him to see that she remained. Which could have implied that "remaining behind" is the de-facto standard after death...and if, for example, the dead spirits of our slain enemies will linger after their death, and gladly answer if an enemy of ours casts speak with dead, then we would need to act very differently, knowing that the dead listen. That kind of thing.
Or if raising undead and releasing them as uncontrolled actually allows the original spirit(which remained behind) to re-inhabit it, with a pale memory of life, but a sense of identity that may or may not fade over time, allowing even zombies or skeletons to have allegiances and agenda's.
I find those ideas intriguing, but it's not AS easy to make such concepts up on the fly because it has great influence on social structures, interactions, and moral concepts. *shrug* no matter, we'll see where things go.


Curse of the Crimson Throne Roll20

Two other interesting and relevant facts that you may or may not be aware of.

1. Ragnar is not normal or average. He's essentially a man in the wrong time, or time line depending on how you look at it. Rituals that are thousands of years old are current philosophies for him, so his perceptions and beliefs are definitely not the norm.

2. Thora didn't just die. She was killed and her spirit was then bound to an object by a White witch. Said object was then destroyed by the characters so this is a special situation. This is the Golarion that we all know and love and as such 99% of dead people won't rise as ghosts or other undead on their own.

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