Rise of the New Runelords 4713 AR

Game Master Harakani


51 to 100 of 101 << first < prev | 1 | 2 | 3 | next > last >>

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

I think the main things to sell are the crossbow and the axe. everything else is usable.

I'd like to keep the leather armor because it has no armor check penalty, which means I can put it on undead that don't have light armor proficiency and not have them take penalties.

It's also more cost effective to hold on to as much stuff as possible, because per RAW we can only sell things for 1/2 price.

With Mythic Crafter, I can make anything anyone wants at base cost. Just give me the cash, and I'll put in the time. These Kingdom Turns are going to give us a lot of down time.

I'd still like to pool money for a lyre of building. What does everyone think about the money from selling stuff going towards that?


Human Illusionist 8/Archmage 3

I would certainly not mind having that belt of Con +2, although as the new guy I feel a bit weird asking for treasure right off the bat.


My plan on the use of magical items is based on the old Stronghold Builder's Guidebook.

With Lyre of Building as described I'd give a discount on building; probably about 20%, more on some structures like roads.


M Azlanti Guardian Magus
Harakani DM wrote:

Treasure from Harsk was

potions of cure moderate wounds (3), potions of pass without trace (2), screaming bolts (4), tanglefoot bag, +2 studded leather, +1 battleaxe, +2 heavy crossbow with 26 bolts, amulet of natural armor +1, cloak of resistance +2, antitoxin,
Treasure from Hasathorex was
Belt of Con +2
Bracer +1

Bracer +1 is a bracer of deflection and thus an armor bonus right? Good for one of you wizards who can't wear armor.

I agree with selling the weapons, and though like Simon I'm happy to pass on any of this gear only just having arrived, Forsten could also use the amulet or the cloak (and give back his cloak of protection +1)


To be fair, some of this gear had been spoken for previously which is why a cloak of resistance +1 was available.

I'm keen to get this out of the way guys; I think this is the last thing before we end the turn.

Let's say 5320 from the Crossbow and Axe. Should cover a bec de corpbin at least.


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

Bracerss of armor are an armor bonus akin to Mage armor.


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'm good on gear. We'll deal with it next go around. For now I say we go after the enemy camp.


retired

Agreed. I'm ready to march on the enemy if everyone else is =)


M Azlanti Guardian Magus

err yeah, that's what I meant, was misremembering my non-armor defensive items. Was just confirming it was a bracer of armor +1.

So yeah, lets go murder some bandits!


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

Sounds good to me.

As a last thought on it, I think we should take that money from the sale and dump it into the kingdom coffers. The kingdom could use it more than we can, and half the group wan't there when we found this stuff, so theres some weirdness about how much should go to who.

Instead of arguing about it, how about we just pump it into our new home?


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:

Sounds good to me.

As a last thought on it, I think we should take that money from the sale and dump it into the kingdom coffers. The kingdom could use it more than we can, and half the group wan't there when we found this stuff, so theres some weirdness about how much should go to who.

Instead of arguing about it, how about we just pump it into our new home?

Sounds like a plan.


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

Anglon buys a light horse (75gp) and a riding saddle (10gp) so he can stop slowing the party down.


Human Illusionist 8/Archmage 3

Ronald also buys a horse and saddle.


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 think it's safe to say we all have horses.


7*75 for horses
7+10 for saddle


M Azlanti Guardian Magus

Forsten already has a combat trained heavy horse and military saddle :)


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

I think this Skeleton Army idea is too cost prohibitive at this point to work out. The numbers are just too big. There are better things to spend our money on.

But, I've been overlooking something.

I can crank out two 4 HD skeletons (or skeleton archers) a day for free. They won't have the Bloody template, but that's ok. They're free. That will give me ten 1 HD skeleton archers. They are AoE bait, but that's fine. It's still a pretty substantial opening volley. If I can keep them out of the main fight, they should be a decent support squad.

As for the rest of you, what we can do is have Anglon create large HD undead (like horses, or the spider, or a bodyguard), and then the Runelords can cast Command Undead once a week to control it.

The cost is only 35 GP per HD.

Anglon can create six 10 HD undead, for 350 GP each, and we can put them together into a squad of bruisers, or have super burly undead mounts that we can control without skill checks.

Does that sound like a better plan?

GM, I need to know how many Zombees I have left, and what the original stats on that spider were.


Treat it as a 7HD Ogre Spider.

I think Simon might be able to spam very cheap undead as well, that's a few more HD.

Why can't you control 6x4=24 HD of undead?
Between you and Simon I'd expect 44HD of undead you can control via animate, without dropping anything on onyx.

All of the Zombees survived.


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

Treat it as a 7HD Ogre Spider.

I think Simon might be able to spam very cheap undead as well, that's a few more HD.

Why can't you control 6x4=24 HD of undead?
Between you and Simon I'd expect 44HD of undead you can control via animate, without dropping anything on onyx.

All of the Zombees survived.

Oh, I can. The 10 is from my Channel pool. My Animate Dead pool is going to have the Zombees and two undead horses in it, so it's pretty well full.

I didn't realize Simon and I had the same trick. That's awesome.

In that case, since he's the ranged expert, I'll order my 10 to obey him and form up with his 24, and we'll have 34 one hit dice archers.

(I'd still like to dress all the undead up in my distinctive garb though. It keeps them from scaring the townsfolk)

Because it wasn't explicitly mentioned, the Spider and the Zombees are in the back of the wagon Grey is driving.


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

So, the final Necromantic tally:

Simon:
24 HD of Kobold Skeleton Archers (free)

Grey:
10 HD of Kobold Skeleton Archers (free)
20 HD of Zombees (already paid for)
4HD of Bloody Skeletal Mounts (140 GP)
7HD Relentless Alchemical Ogre Spider Skeleton (735 gp)

And 1 scroll of Animate Dead (375 GP)

Woot! I can pay for that out of pocket!


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

Wait!

Simon, you're on your own with your 24 HD.

I just realized I can have my Kobold Archers RIDE THE ZOMBEES!!!

I have 5 zombies, so I'm going to make my archers 2 HD to keep it even.

This is awesome.


Skeleton Mount

Let's make units for the 34 kobold archers and the zombees. Sound reasonable?


1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32

Ok, here's the alias for my 2 HD Kobolds.


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

Skeleton Mount

Let's make units for the 34 kobold archers and the zombees. Sound reasonable?

So no kobold archers riding zombies?

Or can those 5 be a unit?


And here's the Spider.

He's quite the bruiser. With the templates added he's a CR 7 or 8. Definitely a good minion for us (since we're all CR 8).

I decided to go with a Zombie instead of Skeleton because bigger creatures get more value out of zombification, and zombies don't lose abilities like poison or webbing, so vermin make better zombies than skeletons.

He gained 4 HD from size alone. :)

With how big he is, I think we could cut the top off his abdomen, hollow it out, and ride around in it.

He's 15x15 and spiders are mostly back end. I figure he could probably fit at least 2 of us back there pretty comfortably. Up to four if we built a platform onto him.

What do you think guys? Want to turn the spider's butt into our Cannon Mount?


Hey - how do you get the alchemical and relentless templates?


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
Grey Horror wrote:

And here's the Spider.

He's quite the bruiser. With the templates added he's a CR 7 or 8. Definitely a good minion for us (since we're all CR 8).

I decided to go with a Zombie instead of Skeleton because bigger creatures get more value out of zombification, and zombies don't lose abilities like poison or webbing, so vermin make better zombies than skeletons.

He gained 4 HD from size alone. :)

With how big he is, I think we could cut the top off his abdomen, hollow it out, and ride around in it.

He's 15x15 and spiders are mostly back end. I figure he could probably fit at least 2 of us back there pretty comfortably. Up to four if we built a platform onto him.

What do you think guys? Want to turn the spider's butt into our Cannon Mount?

THat's cool if it works, but I didn't actually buy or bring a cannon. It's a cool creepy group mount though.

Edit: of course we could just fill it full of gunpowder and airdrop (via feateher fall) into the center of the encampment. Let it wreak as much havoc as it can then make it explode. :-) Anyone care to do the math on that?


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10
Harakani DM wrote:
Hey - how do you get the alchemical and relentless templates?

Same way you get any of the templates. Add the neccessary prerequisite spells or effects to the animation, and treat them as twice the usual HD.

For Relentless it's Haste and Locate Object. For Alchemical it's more vague "the corpse is treated with alchemical compounds" with no actual DC listed. I figured it wouldn't be an issue considering how good at alchemy Grey is. Would you like to assign a DC?

Some of them, like the Mudra skeleton don't list the creation prerequisites, so you'll have to assign them if they come up.


Human Illusionist 8/Archmage 3

RE: exploding undead; I think its a much better idea to utilize Kobold or Human skeletons for that. Or wolf, seeing as how they're quadrupedal and stronger. And a more effective weapon might be:

Grenade (for bursting), several flasks/buckets of oil (cheap, flammable, readily available), alchemist fire (ignition). Basically, home-made incendiaries.

Later on, we can work on the proper fuel/air mixture with various combustibles (esp cheap stuff like, say, flour) to generate some fuel-air explosives.


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

We've had a year to prep and we're all quite intelligent. By all appearances this is true IRL and in game.

These bandits are totally hosed.


Human Illusionist 8/Archmage 3

Perhaps they only need to be reminded of the just and righteous rule set by the Runelords.

After all, even bandits may have a place in our kingdom, assuming they know that place.


1 person marked this as a favorite.
HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Rule 1 of fantasy world tactics: There is nothing in the world more dangerous with a wizard who knows what they are up against and has time to prepare.


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
Ronald Dranstus wrote:

Perhaps they only need to be reminded of the just and righteous rule set by the Runelords.

After all, even bandits may have a place in our kingdom, assuming they know that place.

True. Perhaps a show of force will be enough. I doubt it, but perhaps with the help of the epic illusion used as a projector it could work.


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:
Rule 1 of fantasy world tactics: There is nothing in the world more dangerous with a wizard who knows what they are up against and has time to prepare.

Much less 5.


2 people marked this as a favorite.

I shall take that as a challenge then.


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:
I shall take that as a challenge then.

We made a mistake.

Rule 1) Don't underestimate the DM's deviousness.

Rule 2) the prepped wizard thing.


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

Guys, the DM can see everything we type. Quick, switch to a different thread.
*NINJA SMOKE BOMB*


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'd like to do a little long term planning here if anyone is up for it. Just jump in with your thoughts on any of the points or feel free to add your own. You'll note a lot of the below is just me ranting, but I've been thinking about a lot of these. I'm not pricing yet, because they're not fully fleshed out. Without further adieu, what better to start with than immortality.

1) Immortality: Since Grey can make epic items and one of the things epic items can do is prevent aging, immortality is very attainable for us. It would need to be something that one doesn't remove, like a ring. Also, if it had a reincarnate effect that's triggered upon death that'd be even better. The only real game effect is that we'd live forever, theoretically anyway.

2)

Useful Traps:
- This comes up every kingmaker discussion. It's the use of the trap mechanic only for something useful. We already have access to Craft wondrous, which is really all that's needed. Basically this follows the craft wondrous item rules except the trap is immobile, which halves the cost since it's less useful for adventurers. I've been contemplating useful things for a city, but we need to go with things that are cost effective that facilitate kingdom mechanics for the greatest number of people. For several of the below you'll want to make sure only certain people can set them off. Such as only people that have the arcane mark of a rune lord on their skin. Left to commoners some of these traps could seriously backfire.

2a) create food trap - Just what it sounds like. We'll need to do the math, but with enough of these we could eliminate the need for farming. It won't be glamorous food, but it will be effective. People will probably still farm for the sake of variety, but even the most desperate citizen won't go hungry. It'll probably cut down on crime.

2b) Create water - We should have a central location that has an effect identical to the Geyser from a decanter of endless water. Then we can create aqueducts to transport it around the city. This one thing should suffice for the entirety of the city's water needs and sewage needs. I haven't done the math, but if we need to make more than one we can.

2C) Transportation - lots of options here. I was thinking something like strategically placed Wind Walk, Overland flight, or phantom steed traps. Thoughts?

2D) Transmogrification - I was thinking about traps that turned those that stepped on them into specific things. Basically a Polymorph any object trap. By design each trap would have to have a specific thing to turn a person into and couldn't be changed once created. However, it's still quite useful for any number of things. Turning humanoids into giants would last days. They could then be used for construction and warfare. Turning humanoids into dragons would last Hours (I think). We could have a special elite force that uses this. Elite sky troops that get turned into elementals to rain havoc down on the enemy. Hell, even if we only had one of these things it could be immensely useful. We could have dragon riders! Get some lizards and turn them into dragons effectively permanently. Yes, it could be dispelled, but nothing prevents you from just doing it again. The mind reels on the possibilities. I could use some input on what direction to take this.

2E) Fabricate? - You'd have to set the trap to make something specific. Also, you'd either have to supply the materials or create them somehow. For the later I was thinking blood money, but then you'd have to bind something to it that regenerates and is very strong. Maybe Trolls (Str 21). The regeneration wouldn't get them their strength back, but it would keep them from dying so that their strength could come back normally. Maybe we incorporate a restoration effect also. This one might be tricky.

2F) Mnemonic enhancer - Imagine having place of power where all of your 3rd level and below spells you expend are automatically renewed. You'd have to be standing on the spot when you cast the spell for it to be effective. I'd propose putting several of these on a very high tower with a wide vantage point. Then we, or someone we designate, could cast certain spells every round. Infinite fireballs in a siege, Summon Monster 3 every round, clairaudience/clairvoyance, etc. This is most useful with long range spells, but you get the idea. It's pretty versatile.

2G) Summon Monster - Would you like a conjured minion every round in the case of a siege? I would. Make it SM 9 and you could create an elder elemental every round for the course of the battle.

2H) Zone of Truth + something that causes immense pain = Interrogation trap.

2I) Healing traps: Cure light wounds would be the cheapest. However, a regeneration trap would be immensely more useful.

3)

Epic Levitate:
- Basically create permanently floating stones that can be moved. Then combine them to create large flying platforms. If I can do enough of them we could make enough it's a mechanic to create a flying city. This is something I plan on doing one way or another. At worst I have to wait until i'm 8th tier. However, I was hoping to figure out a way to do it early. Most likely this will be in the form of some sort of trap that temporarily makes me effectively 8th+ tier even if for only a moment. Then all i have to do is figure out a way to get the requisite 11 epic points per day. The latter is actually easier, but if I can work that into the trap also all the better. Ideally i'd like to figure out how to make an epic trap that can do this once per day with little effort. I haven't really done the math though. I need to look into it more. If I can't make them fast enough to fly an entire city I can at least make some massive sky platforms of war and raining death.

3a) sky platforms of raining death - though a big impressive platform would be fun, i had a thought for a smaller version. Basically you make a small platform with something on it that can temporarily create something very dense, cannonballs for example. The more of these and the faster you can do this the better. Then you take position far far above an enemy encampment. Create cannonball, drop it off the side, repeat. Cannonball falls, reaches terminal velocity, profit. You'll want to move the platform around every round for full effect, otherwise you'll just hit the same spot every time. The cannonball only needs to exist long enough to hit the ground. It it last any longer that's fine, but honestly it doesn't really matter. A few rounds are probably more than sufficient. Depends on how fast the cannonball falls. A mount at will spell would be the cheapest, though very gorey, way to accomplish this. Two man team. One conjures horse, other pushes it off the side. Repeat. Gross, but effecive. Abundant ammunition + Poly any object = endless boulders (or something more devious) would get the job done quite well, but would cost significantly more.

4) Greater Demiplane - We could do this early via scrolls. Assuming we passed the crafting DC's followed by the caster level checks just to cast the thing, we could create a scroll of greater demiplane and a scroll of permanency specifically made for the greater demiplane spell. We'd need to make it with a gateway for ease of access, but then the demiplane could have 101 uses. This alone could be food/water for the populous negating the need for 2a and 2b. Make magic permanent inside and we've got even more fun stuff we could do. 25% faster crafting. the list goes on. Definitely something we should look into. Just saying.

5)

Wish:
- The inevitable wish issue with kingmaker. We may as well address it. DM may just flat out say "No" to any or all of these strategies, which is fine and completely understandable.

5A) The easiest way to get "free" wishes is to create Efreeti (CR 8) Simulacra. It's super cheesy, but technically possible via RAW. A very lenient DM will allow it because it cuts down on other perm-wish shenanigans.

5B) The second easiest, but very risky is to actually call Efreeti with a summoning circle taking LOTS of precautions. Either negotiate with them to trade wishes. They grant a wish for you in return you wish for something for them. This is the best option as everyone is happy, however it really depends on the temperament of the Djinni. Something tells me that it's not likely as they are LE. So option 2 is to force them to grant wishes, then kill them when we're done. You have to kill them so they don't to telling their superiors remembering they live in a LE society.

5C) Anthromorphic animal + magic jar + Blood Money - Get a few pet elephants (Str 30). I believe 30 is sufficient, but if not use the same strategy withs something strainer. Perhaps make it stronger with magic, but the strategy remains the same. Cast Anthromorphic animal on them so they have the thumbs and vocal cords you'll need for casting spells. Possess them via Magic jar. Cast Blood money + wish. Repeat as needed. Theoretically you could use this same strategy with Blood Money and any other spell that requires expensive components.

Edit: Some of this was pretty long, so I added spoilers.


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

These are all fantastic ideas. Grey would especially be a fan of create food and water station for the citizenry. Anything that makes people have to labor less so they can enjoy life more is something he'd like.


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:
These are all fantastic ideas. Grey would especially be a fan of create food and water station for the citizenry. Anything that makes people have to labor less so they can enjoy life more is something he'd like.

I think any or all of this is a matter of resources and priority.


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 thought of some more.

More helpful traps:

In no particular order:

A) Daily Runelord buff trap - Only needs to work as many times per day as we have Runelords. Something it would be helpful if we all visited every day. Casts multiple high level long duration spells on the runelords. Could potentially include:
----Mind blank trap
----Moment of Prescience
----Spellbane ( with some creative decisions about what spells to be immune to)
----Overland Flight

B) Temporal Stasis - The best prison ever. They're incapacitated, but not dead, therefore cannot be resurrected.

C) Discern Location - Required object to work properly.

D) Dimensional Lock - To keep tele porters out of the treasury, or wherever. This is a 1 Day per Caster level spell, so it should be comparatively inexpensive as a trap.

E) Simulacrum - If you want to make lots of copies of something useful. Would require HD X 500 X 50 GP of initial investment then it would pop out that same simulacra every 12 hours.

F) Phantasmal Revenge would cut down on murders dramatically.

G) Greater Scrying - I may do this as part of my "Know everything" gift. that or just get a crystal ball.

H) Interplanetary teleport - The ultimate banishment spell.

I) Mage's Magnificent Mansion - This solves the food thing even better than the Create food trap. Also it will allow our people to experience the wonders of the wealthy without any upkeep from us. It would literally be the best restaurant in the city. Assuming it renewed with every casting.

J) Mage's Lubrication - As mnemonic enhancer trap, but 5th level spells.

K) Age resistance - Retirement plan?

L) Unconscious Agenda - Ok, this is devious. They should be actual traps and unknown to the people. Also placed somewhere often traveled. Then you implant some cleverly worded and specific orders. "Turn yourself into the local garrison if you are a spy." We're going to want to include a magic aura on these traps.

M) Conjure Black Pudding - In some dark dank part of the sewers as a waste disposal method. Make sure it's far enough away that it couldn't get to anything important before it's timer expires. Also, make sure the sewers are stone.


Human Illusionist 8/Archmage 3

Unconscious agenda on portals placed around public water sources? Similar to the Japanese Shinto gates at temples...tradition says walk through, reinforcing whatever subliminal suggestions we want tome and time again.


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
Ronald Dranstus wrote:
Unconscious agenda on portals placed around public water sources? Similar to the Japanese Shinto gates at temples...tradition says walk through, reinforcing whatever subliminal suggestions we want tome and time again.

Yup. Just need to determine what that message is. We could have more than one message, but I think we should minimize how many. We do want everyone at some point or another to go through (or step on, or whatever) all the traps within about once a week.


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

That unconscious agenda trap is genius.

Simulacrum is also right up Grey's alley. Being able to create short term clones of himself is something I've been trying to figure out how to do. That's it, right there.


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:

That unconscious agenda trap is genius.

Simulacrum is also right up Grey's alley. Being able to create short term clones of himself is something I've been trying to figure out how to do. That's it, right there.

Simulacra has an instantaneous duration. :-)


M Azlanti Guardian Magus

It's also 25,000gp per HD :p

Man I can't keep up with you guys :p


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:

It's also 25,000gp per HD :p

Man I can't keep up with you guys :p

True, but it's a one time up front investment. Then you can just crank them out ad nausea.

The simulacrum trap is best for low level functional minions. Maybe workers that double as archers or something.


Human Illusionist 8/Archmage 3

Check out twine double .

Can't use them to attack but as mobile disguises and misinformation devices, they're great.


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
Ronald Dranstus wrote:

Check out twine double .

Can't use them to attack but as mobile disguises and misinformation devices, they're great.

Though I love the idea of twine doubles they're functionally useless. They take ten minutes to cast and only last 1 min per level.


Human Illusionist 8/Archmage 3

True. But as a magic item (1/day, command word activated) its eminently more useful.

51 to 100 of 101 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rise of the New Runelords 4713 AR All Messageboards

Want to post a reply? Sign in.