Rise of the New Runelords

Game Master Harakani

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

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


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

I guess my vote priorities would be C first, then D/B, then A.


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

I vote with the majority.


Male Human Wizard (conjurer) 8/ Archmage 3

Half D/B and half C ?


retired

My main concern with upping the encounters is that if everything we fight is mythic, not only does that make us being mythic a lot less special, it'll also probably take us 6 weeks to get through every little fight.

Tweaking and adjusting stat blocks can also be a huge load on the GM. If Harakani enjoys that element of the game, more power to him, but if that's more of a hassle than it is fun then I'd rather avoid making him have to do that more often than not.


Valerianna has definitely hit upon a point, but the other thing is I've looked at the speed we're travelling and had thought about trying to make sure we actually get to the end of the AP before we lose more players.

So - in the interested of speeding things up while we discuss. What do people want to do once the keep is secure? Look for more threats or head back to the kingdom and go back to building things up?

There are still small scattered bands of Bandits out in the wild, but nothing like the Stag Lord.


Human Illusionist 8/Archmage 3

Ronald would like to begin his breeding program to modify the kinds and completely ingratiate their culture to him and tje Runelors in general.


Straight to the breeding hey? So kingdom turn then.


M Azlanti Guardian Magus

Yeah, building the kingdom sounds good :)


Male Human Wizard (conjurer) 8/ Archmage 3

Kingdom turn sounds good.


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

Kingdom turn is fine with me.

As for encounters, I think there was an idea worth expanding upon earlier.

We have some pretty capable minions who could easily clear out the low-level encounters from the area and bring back for sale or trade. Anything they can't handle, they could just notify us of. Kobolds are great scouts and don't go into fights they think they're going to lose. If we give them the "when in doubt run away" orders, they shouldn't do anything too stupid.

Then, encounters become episodic, which works perfectly with the kingdom turns.

Basically, during a Kingdom turn while we're doing bureaucracy, our scouts and hunters are exploring for us and bringing back information.

Then we look over the information they bring us and decide what to act on. This gives us a few options for short adventures before the next kingdom turn.

Thoughts?


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

Kingdom turn is fine with me.

As for encounters, I think there was an idea worth expanding upon earlier.

We have some pretty capable minions who could easily clear out the low-level encounters from the area and bring back for sale or trade. Anything they can't handle, they could just notify us of. Kobolds are great scouts and don't go into fights they think they're going to lose. If we give them the "when in doubt run away" orders, they shouldn't do anything too stupid.

Then, encounters become episodic, which works perfectly with the kingdom turns.

Basically, during a Kingdom turn while we're doing bureaucracy, our scouts and hunters are exploring for us and bringing back information.

Then we look over the information they bring us and decide what to act on. This gives us a few options for short adventures before the next kingdom turn.

Thoughts?

I like that.

"Not another goblin den. Ooohh a sunken temple with a big gold door. Let's check that out ourselves."


Results so far:

Minor (very minor) preference for running exploration in the background.

People are keen to start a kingdom turn now.

All good?


M Azlanti Guardian Magus

Yup :)


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

Seems good to me.


Male Human Wizard (conjurer) 8/ Archmage 3
Harakani DM wrote:

Results so far:

Minor (very minor) preference for running exploration in the background.

People are keen to start a kingdom turn now.

All good?

Yes.


retired

Oui!


we're up

I'll try to post the start of the kingdom turn tonight.
is anyone wanting to change anything role wise etc?
Also, would be worth reading through what we had last time to refresh memories.
Remember you have your fancy new statue as well.


retired

Level 7!

+1 Level Wizard
+5 hp (1/2 HD +1 +Con mod)
+1 feat (Dimensional Agility)
+1 Level 1 spell slot
+3 Level 4 spell slots
+1 3rd level spell (sleet storm)
+2 4th level spell (dimension door, stoneskin)
+8 skill points
+1 Fly
+1 Knowledge (Arcana)
+1 Knowledge (Engineering)
+1 Knowledge (Geography)
+1 Knowledge (Local)
+1 Knowledge (Planes)
+1 Knowledge (Religion)
+1 Spellcraft


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

Am I missing something? Where are people posting?


M Azlanti Guardian Magus
Harakani DM wrote:

we're up

I'll try to post the start of the kingdom turn tonight.
is anyone wanting to change anything role wise etc?
Also, would be worth reading through what we had last time to refresh memories.
Remember you have your fancy new statue as well.

The link at the top of that post :)

Errr, okay try this one, that doesn't seem to be working any more.


Human Illusionist 8/Archmage 3

FYI: I am getting married this Saturday, so will most likely not be around online after tomorrow (Friday 5/9/14) morning. Feel free to bot me as needed. I will likely be back online Tuesday or Wednesday.


I am groomsman at a Saturday wedding Ronald, good day!


Well spotted. This is, in fact, time for a decision.


M Azlanti Guardian Magus

Well, from a LE perspective, he's standing in the way of progress and the growth of our settlement. He is claiming a large swathe of territory, and well... he's nuts :p Playing the Royal Enforcer this is probably going to be Forsten's opinion on most anyone who gets in the way of the spread of the Runelords influence and Lissala's faith/glory! I say we either try and relocate him, offer him a position/his own alchemy shop, or more likely just get rid of him.

Assuming others aren't so quickl to jump to violence, he claims he trades with a lot of locals, so we could perhaps feel out our citizens about him (human and kobold). He mentioned a brother, that might offer another way to approach him if he could be found.


Male Human Wizard (conjurer) 8/ Archmage 3

We could try to convince him to pay taxes for a start.


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

Simon votes for shooting him in the head. Crazy antisocial people with knowledge and access to explosives are anti-productive to building a kingdom.

There may be a better way, but there's only so much you can do with the mentally unstable.

Simon is a fairly direct person though. There may be a better way if you wish to take the time to do it.


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

I just realized one of my feats was illegal. Apparently Dark Adept is Drow only. Herobuilder doesn't tell you that. Oops.

So I need to replace it. Any thoughts on what it should be?


Yeah, you can have that feat man, if you want it.
Doesn't seem overbalanced.


Would you guys be alright if I said you were thinking about what to do with Bokken rather than doing it now?

Also, going to try to do something to cap off the minions thread in case anyone is not there.


M Azlanti Guardian Magus

Sounds fine.


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

Well, we could let him have the land.

Then once we have all the hexes around it, we charge him to use the roads whenever he needs to leave his little hut. We keep trade from getting to him.

When he gets grumpy about it, we tell him that if he joined us, the roads would be free and we'd help him find people to trade with. We'd even come to him with our alchemical needs, which could make him a lot of money.

We just have to let him realize there's more for him in working with us than on his own. :)


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

Yeah, you can have that feat man, if you want it.

Doesn't seem overbalanced.

Cool. Thanks.

In hindsight with that feat I could have taken EK starting at level 3. Ah well. No biggie.


What it says on the tin; Caffiene addict 20
The Master in Grey wrote:

Well, we could let him have the land.

Then once we have all the hexes around it, we charge him to use the roads whenever he needs to leave his little hut. We keep trade from getting to him.

When he gets grumpy about it, we tell him that if he joined us, the roads would be free and we'd help him find people to trade with. We'd even come to him with our alchemical needs, which could make him a lot of money.

We just have to let him realize there's more for him in working with us than on his own. :)

I support this. playing the long game.


M Azlanti Guardian Magus

Well if you're wanting to go that route, maybe find out who his brother is and what happened there that sent him into exile. As to finding him a women, uhh. Good luck with that :p


Male Human Wizard (conjurer) 8/ Archmage 3

Well.. as soon as I learn Lesser planar binding, I could try to conjure some woman for him.


IS this a law?
If it is I'd like to make it a custom edict type thing like

draft wrote:


Legalised Necromancy
Necromancy is not illegal, though it is controlled.
+1 Unrest per turn, +2 economy, +1 stability, +1 loyalty

Basically the existence of the undead will freak people - especially new citizens - out. On the other hand the ability to have necromancers come live here (or be trained) and control undead makes for a tireless (if dumb) labor and military force that never rebels.

What do people think? Does it sound reasonable?
If only the Runelords can run undead then I wouldn't really do the edict. I'm seeing something like the Kaer Maga system growing.


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

IS this a law?

If it is I'd like to make it a custom edict type thing like
draft wrote:


Legalised Necromancy
Necromancy is not illegal, though it is controlled.
+1 Unrest per turn, +2 economy, +1 stability, +1 loyalty

Basically the existence of the undead will freak people - especially new citizens - out. On the other hand the ability to have necromancers come live here (or be trained) and control undead makes for a tireless (if dumb) labor and military force that never rebels.

What do people think? Does it sound reasonable?
If only the Runelords can run undead then I wouldn't really do the edict. I'm seeing something like the Kaer Maga system growing.

I'm good with it. Though I'd like to add:

Necromancers must register themselves and all undead. (Want to make sure everything raised was willing. We'll have official contracts for such things and standard price to the deceased family.)

All undead must be kept neat and tidy. Covering gory bits, etc.


Human Illusionist 8/Archmage 3

Karrnath, from the Eberron setting, in case anyone was unfamiliar.

Less "undead rule, mortals drool" than Geb, but they still utilize specialized and generalized undead for labor, warfare, and politicians.


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

Grey isn't a fan of normal necromancers. The laws governing them would be strict and unforgiving.

Basically his entire idea is that the living should be allowed to live as free from work as possible, free to pursue happiness. Then when they die, their body should become the property of the state that provided them so much opportunity. They get to be happy first, and work later, like a reverse retirement. Since their soul moves on to the afterlife it's really a deal with no downside since it's not even them doing the work.

The people that control the undead have to be consummate civil servants with no personal agenda at all. To take advantage of a workforce that is trusting you to help the people they are leaving behind, and who can't even say no anymore, would be about as wrong as wrong gets.

So Grey wears a faceless mask to represent his non-personhood. It's why he only votes in council when there is a tie and why he only voted for the things that would benifit the populous.

As the runelord of charity, he's effectively given away his own life. It's also why his undead wear the same robes and masks. He wants people not to be afraid or worried and walking corpses are naturally difficult to stomach.

So any necromancer who came here would have to take some serious oaths, become one of Grey's students, wear the uniform, and devote their lives to the improvement of the lives of the other citizens.

That would be Grey's law.


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

Grey isn't a fan of normal necromancers. The laws governing them would be strict and unforgiving.

Basically his entire idea is that the living should be allowed to live as free from work as possible, free to pursue happiness. Then when they die, their body should become the property of the state that provided them so much opportunity. They get to be happy first, and work later, like a reverse retirement. Since their soul moves on to the afterlife it's really a deal with no downside since it's not even them doing the work.

The people that control the undead have to be consummate civil servants with no personal agenda at all. To take advantage of a workforce that is trusting you to help the people they are leaving behind, and who can't even say no anymore, would be about as wrong as wrong gets.

So Grey wears a faceless mask to represent his non-personhood. It's why he only votes in council when there is a tie and why he only voted for the things that would benifit the populous.

As the runelord of charity, he's effectively given away his own life. It's also why his undead wear the same robes and masks. He wants people not to be afraid or worried and walking corpses are naturally difficult to stomach.

So any necromancer who came here would have to take some serious oaths, become one of Grey's students, wear the uniform, and devote their lives to the improvement of the lives of the other citizens.

That would be Grey's law.

I'm fine with all that. All necromancers are under Grey's absolute and unforgiving authority.

Edit: although there still should be some semblance of a choice for the populous. Even if it's only an illusion.


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

Perhaps we can create an oath rod. Something you swear on that gives your words power.

A souped up geas basically.

Would need to come up with a good oath, but you get the idea.
- Tell no lies
- unwavering loyalty to the Runelords, Grey most among them.
- The three laws of robotics applied to undead minions
- edit as needed.


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

Very good idea (save for the no killing people part of the 3 laws. these are our soldiers. having extremely loyal necromancers with a solid grasp of ethics and no personal ambition should be enough)

Grey's hope is to eventually create a utopian society where the living populous is able to pursue whatever they wish, creating and learning their whole lives without the need to toil. Eventually the Grey Acolytes (both undead and sworn living) will become symbols to the populous of what Charity really means. They will be the bedrock on which a society of scholars, inventors and artists are built.


Human Illusionist 8/Archmage 3

We could mandate acceptance of a "charm" or even "dominate" spell.

Combine that with overlapped "suggestion" spells and the standard Stockholm treatment for re-education, personality modification, and behavioral adjustment (uniforms, depersonalizing, adherence to arbitrary orders, etc....just like the military) and we have an excellent stock of skilled magically inclined Servants for Grey to Master.

Combine that with living foot soldiers, kobold sappers/scouts/assassins, and (hopefully) some [charmed] giant shock troops, and we'll be set.


M Azlanti Guardian Magus

Heh, you guys are crazy. I like it.

+1 unrest per turn could get pretty nasty though.


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

Heh, you guys are crazy. I like it.

+1 unrest per turn could get pretty nasty though.

Perhaps we could counter it by putting prozac in the water supply.


Male Human Wizard (conjurer) 8/ Archmage 3

I like the idea of legalised necromancy (and I like non evil necromancy.. I remember this city in the Scarred Lands setting.. can't remember the name :o )

Quote:
Combine that with living foot soldiers, kobold sappers/scouts/assassins, and (hopefully) some [charmed] giant shock troops, and we'll be set.

Don't forget the legions of conjured creatures. I'm not there yet but I'm hopeful (and there is a really nice mythic ability as soon as we reach mythic rank 6 :D)

Anyway.. I'll be away for about a week (health, hospital, etc, etc. Nothing serious, I promise to come back).


M Azlanti Guardian Magus

According to RAW practicing necromancy is inherently evil. They even retconned the juju oracle which could originally make neutral aligned undead (so they weren't murderous bastards if left uncontrolled).

That said I'm okay with it, but if we are going to be increasing our unrest, we might also want to build some stuff to improve our loyalty, so the citizens don't get too upset when Forsten and Reve have to hunt down rogue undead/necromancers (using the Royal Enforcer's ability to lower unrest).

And uhh, as far as combat troops, well as soon as Forsten starts attracting some followers he'll be trainign them as bounty hunter types (that's how I view him and Reve at the moment)


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

The entire notion that mindless creatures can ever be anything but neutral is bonehead stupid. Undead are no more inherently evil than any dangerous animal. Heck, animals actually have intelligence scores. If anything, mindless undead have less moral agency than animals.

The only way it would ever make sense is if negative energy was inherently evil. It isn't, so neither should a skeleton be.

Even if creating undead actually is Evil (and Grey is just a crazy person with a giant blind spot in his code of ethics), it really doesn't change anything about the game. Lysalla is his goddess, and she allows necromancy. To him she is the only valid moral authority and judge, and everyone else, man or god, can just f!$* right off.


M Azlanti Guardian Magus

Hehehe, well I guess the decision on whether it's actually evil (if it even matters) is up to Harakani. I just figured I'd bring it up as part of the discussion since it is the default assumption.


Human Illusionist 8/Archmage 3

FYI: will be away for the weekend attending a wedding. Should be back online Sunday evening.

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