Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


1,701 to 1,750 of 1,922 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>

Elektra would have cast Haste in the Twelfth Round. She can affect 10 creatures, humanoids and horses. I will leave it to Elektra to make a determination of what ten were affected, but with her lagging behind to cast Magic Missiles at the Dragon, she could have given it to everyone except herself.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra would have cast haste to all but herslef.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

I am on a roadtrip with my brother. I will post again tonight.


OK. Thanks for letting us know. Traveling mercies to you and your brother.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I apologize for posting so slow, but had to attend a wedding, and found out that due to a CBD (maruijana perscription) that my job is at risk.

So have a few things on the go, but will continue with this.


It hasn't been long in US that CBDs have been approved by the FDA. Many individual states still have laws preventing their use. Yet, those same states have no issues with the far more addictive opioid medications.
Ridiculous!

Typically, Canada is well ahead of the States in this area, so I am bit surprised you are having this issue.

Currently, jobs are plentiful here in the States. How are they up your way?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Well, in the Province of Alberta, they are few and far between due to the downturn of the oil patch.

Will still look for something else that will cover that off, as the company i work for, has a policy of NO CANNABIS of any form on the site.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

Well, given everyone's positions, Severo can't retreat unless Stone does. Even then, that's two free attacks from the giants which will more than likely take him down. With a smite active though, one of them will maybe miss. Maybe. Do we want to retreat, Stone? If Stone has another heal to burn, Severo might be able to hold out. I'm okay with staying and letting Severo risk death. It's very in-character for him, but he's also willing to back up.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

You call it Stone will put another cure on you either way.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

Also, I gotta be honest, I feel real weird about taking slaves as a supposed paladin.


What do you have in mind?

Slitting their throats?

Letting them go, so that they can come again another day?

Slavery is abhorrent in our modern sensibilities. But when noble knights once rode the earth, slavery was commonplace. It was the fate of the vanquished.

Consider them useful prisoners of war.


Another point, the Stone Giants attacked the town. Several citizens of Sandpoint have been killed.

They deserve a death penalty. Slavery is a better option to that. YMMV


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
GM Mazra wrote:

What do you have in mind?

Well I'm glad you asked. There are a few other options I can think of that would play well with modern sensibilities.

  • Convert them to a good alignment by teaching them. Giving them the missionary treatment is not only an old practice, but the light of good ol Sarenrae is pretty much a perfect fit for an effort to redeem the evil. This is the one I would prefer the most.

  • Stick with making them actual prisoners of war. No free labor out of this one, but prisoners of war have been around for a long while too, and they could maybe be released some day without the implications of suffering beatings.

    Slavery is convenient, but doing the right thing (this is the only thing a good alignment boils down to, even if we can argue until the sun burns out about it) is rarely convenient. If you still feel like the only option we have is enslaving the stone giants, then could I switch characters? Might be a good compromise.

    GM Mazra wrote:

    Letting them go, so that they can come again another day?

    This one's interesting, because you make it sound like they would just attack again regardless of the circumstances. If they're that aggressive, why is keeping them as slaves a no-brainer? I don't think farmer joes chances against an angry humanoid rhino are all that great. What would they be put to work in? How many guards can this town have watching them at a time? Historical enemy combatants didn't average nine feet in height and have more strength than an ox. Worth considering I think.

    I wanna specify I'm not at all broken up about the poor stone giants that attacked innocent people, I just think there are other options we could use that in my opinion are just as medieval, but also somewhat more in line with what we now consider "Good".

    Either way, I'll accept what you decide, just give these points some thought if you would.


  • You can make these good points in character and in gameplay. I play Sandpoint and Magnimar as very Chelaxian. They have no qualms against slavery. This was also a common attitude in medieval Europe for prisoners of war.

    There are many Jews in my family. They were slaves in Eypyt, Babylon, and Rome. In each case they were vanquished or conquered, even in Egypt. They were not always slaves in Egypt. The slavery in the US before the Civil War was different. Black Africans were not the vanquished. They were subjugated. And their treatment was horrible. It is a bad mark to the US. The U.S. Is still fighting this great injustice. In most early societies slavery has its rules, and often there were ways out. In Jewish society it was called the Year of Jubilee.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    It doesn't have to be slavery it could be indentured service. Or time as punishment for attacking. A way of making amends for the wrongs. Another way to say it is you attacked us destroy things hurt people so now you have to help fix it. Once that is done maybe they can go.


    Even prisoners today work. They clean highways, etc..

    The great Irespan in Magnimar was built by Giants. Having prisoner giants working to maintain it sounds reasonable to me. It is better than putting them to death, or just letting them go.


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    I think we are all tainted by our perspection of slavery. We now live in a time of unparralled freedom and liberty, but prisoners of war have always been forced to work for the victor. Feeding prisoners can be a massive strain on a society and many prisoners in prisons would CRAVE for a chance to work.


    Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

    Slavery is not the only way to have medieval realism, regardless of how much separated our views on it are from people who could barely read. It would be equally in line with history to hold them and convert them to our religion whatever that would be. This time with the smooth satisfaction that we can say factually that the god they would be following is of a capital "G" good morality. That sounds like the most appealing option to a follower of a good god to me. AND there could be cool lore about those heroic allied giants smashing evil with their clubs and such, another plus.


    I agree, converting the heathen is a tried and true approach too. ;)


    Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

    So, is that our compromise then? Convert the heathens because it's actually a good thing in both modern (due to hard alignment knowledge) and old world standards?

    I'd be happy with that, or simply swapping Severo out for a character I can ignore the issue with.


    No. You need to play your character as you see fit.

    There is a certain "old school" way you play the Paladin. Likewise, I will play the citizens of Magnimar and Sandpoint a certain way. They are not true Lawful Evil like Cheliax. But they are not Lawful Good either. I play them Lawful Neutral. Law is primary. Slavery is an option to maintain the order. But they are open to other options too.

    As a note, when I played Paladins, I would always get their Alignment. If it was evil, I killed it. If it was neutral I tried to convert it. If it was good, I left it alone.

    EDIT: Just a note. It is how Severo is treated within the party that matters long term. As to NPCs, expect conflict. It is a part of the game.


    Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

    I'm unclear, is that a no to swapping severo, or a no to the compromise?

    Edit: I actually have a few different paladins myself. Severo just so happened to be the oldest school one.


    You should not swap Severo.


    Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

    if im being completely honest Flynn is more about to execute them rather than resort to slavery. His main reasoning is, this is basically a war kill the enemy don't enslave. Enslaving leaves troops for rebellion later

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    But yes to the work camp leading to conversion.


    FYI Brandark is taking vacation. He asked to bot him, but with the complexities of the current situation, I think we should wait until his return.


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    Well you can continue with Magnimar.


    I can.

    What does Elektra do?


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    I will weigh in tomorrow with my thoughts on this conundrum. I need 1 more day to get sorted out.


    Hope you had a restful, or at least fun, vacation.


    Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

    Posting to all my games: I'll be showing a friend of mine around the area soon, so I'll be mostly offline until the 24th. Please bot me if needed.


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    I can see 3 issues with the way things are, and I can see why the townfolk have a major worry as well.

    Issue 1 - Slavery - Absolutely wrong by modern society, but was acceptable all the way into mid 1800's.
    The town does not have any means of dealing with the giants, so them holding them for turn over to Magnimar is valid on their part. Is there malice on the part of the town folk, probably not. do they want to deal with no. Should we push the issue with the town, I say not.

    Issue 2 - Indentured Servitude which I saw as an option. - Working off the damage they caused. For all intents and purposes is slavery, just with a different name. The town currently does not have any means of housing, feeding, or guarding any of the giants.

    These 2 options, do not play well with the sensibilities of modern society. but they are an issue that we have to deal with.

    However, I see that conversion was the choice that won out, but we still have the problem of feeding, and housing them until we can get to Magnimar.


    First of all I need to apologize to everyone for the many mistakes I have made in running this campaign.

    After much consideration, I have decided that I need to reduce some of my load. These campaigns can take up a great deal of time.

    So effective immediately, I am ending this campaign. The party saved Sandpoint. Stone and Elektra will chase the intruders out of the estate. Severo will work to bring the heathen Stone Giants toward a life of goodness.

    Thank you all for all your post and time spent in this game.

    For those that are in my Giantslayer campaign, I will continue on with this campaign for now.

    Thanks again. May the Lord Bless You and Keep You. May He shine His face upon you and give you Shalom. Peace.


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    GM, first of all, Mistakes do happen. it is up to us to try to help get them sorted out in a civil fashion.

    Reducing your load, I do understand, and I am sorry to see this campaign go.

    Wishing that is would carry on, but if that is your decision, that is still your choice.

    Game and GM well. :)


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    I am very very sorry to hear this!
    I did not see any true mistakes, apart from the one that you took to much for your soul.
    You have been a wonderful GM and I am forever grateful for this campaign!


    Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

    Aw, thats unfortunate, but I can understand the need to lighten the GMing load for sanitys sake. Best of luck in the future.

    If the way I played contributed in any way, I apologize.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Thank you for all the time and effort. It was a lot of fun to be able to game with you all. Good luck in all that you do and may God bless you all.


    Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

    It was fun. Thank you for the time and good luck in the future


    Crimson Throne Dice Roller

    Spider Attack: 1d20 + 4 ⇒ (9) + 4 = 13

    Tocu's Initiative: 1d20 + 6 ⇒ (12) + 6 = 18

    Alice's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

    Bartholomu's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

    Sul's Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

    Spider's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8


    Tocu's Initiative: 1d20 + 6 ⇒ (7) + 6 = 13

    Alice's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16

    Bartholomu's Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

    Sul's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

    Spider's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

    Spider 1 Bite: 1d20 + 4 ⇒ (7) + 4 = 11
    Spider 2 Bite: 1d20 + 4 ⇒ (9) + 4 = 13
    Spider 3 Bite: 1d20 + 4 ⇒ (5) + 4 = 9
    Spider 4 Bite: 1d20 + 4 ⇒ (12) + 4 = 16


    Spider 1 Bite: 1d20 + 4 ⇒ (1) + 4 = 5
    Spider 4 Bite: 1d20 + 4 ⇒ (13) + 4 = 17


    Spider 4 Bite AoO: 1d20 + 4 ⇒ (1) + 4 = 5

    Spider 4 Bite: 1d20 + 4 ⇒ (4) + 4 = 8

    Spider 3 Bite: 1d20 + 4 ⇒ (11) + 4 = 15


    Sul's Survival Check: 1d20 + 7 ⇒ (11) + 7 = 18


    Sul's Perception: 1d20 + 7 + 10 ⇒ (20) + 7 + 10 = 37


    Gaedren Lamm's Handheld Crossbow: 1d20 + 6 ⇒ (5) + 6 = 11

    Gaedren Lamm's Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

    Tocu's Initiative: 1d20 + 6 ⇒ (7) + 6 = 13

    Alice's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

    Bartholomu's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16

    Sul's Initiative: 1d20 + 1 ⇒ (12) + 1 = 13

    Gaedren Lamm's Handheld Crossbow: 1d20 + 6 ⇒ (1) + 6 = 7


    Gaedren Lamm's Handheld Crossbow: 1d20 + 6 ⇒ (10) + 6 = 16

    Gaedren Lamm's Handheld Crossbow Damage: 1d4 ⇒ 1


    Alligator Will Save: 1d20 + 2 ⇒ (7) + 2 = 9

    Rounds effected: 1d4 ⇒ 3


    Alligator's Swim check: 1d20 + 12 ⇒ (20) + 12 = 32

    Alligator's Bite: 1d20 + 5 ⇒ (14) + 5 = 19

    Alligator's Damage: 1d8 + 4 ⇒ (4) + 4 = 8

    Alligator's Grab CMB: 1d20 + 11 ⇒ (17) + 11 = 28


    Lamm's Hand-held Cossbow Attack: 1d20 + 6 ⇒ (7) + 6 = 13


    Lamm's Hand-held Cossbow Attack: 1d20 + 6 ⇒ (15) + 6 = 21

    Lamm's Hand-held Cossbow Damage: 1d4 ⇒ 2

    1,701 to 1,750 of 1,922 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / Mazra’s Burnt Offerings Campaign Discussion All Messageboards

    Want to post a reply? Sign in.