GM supervillan's Krune campaign (Inactive)

Game Master supervillan

Current scenario: Words of the Ancients

Maps and Slides


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Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

All part of the service. Can't really bill myself as a person with answers if I don't have a variety of solutions. The gloves are just part of that. Fendel got this far (by design) as a team player.

As to chipping in, don't sweat it. This scenario with level me to 12, and I have a bit of time to wait until he sees some action again. So, there is no real reason not to use them for their intended purpose or worry about replacing them soon. Just happy we got you on your feet.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I am also not sure that PFS allows players to "go in" on purchases together outside of spending gp or fame for resurrection other scenario-related costs?


The Waking Rune

Quiella is mostly correct - but you can spread costs of "consumables".

Season 10 Guide, p20 wrote:
In Pathfinder Society Roleplaying Guild play, you can never buy, sell, or trade items with another player, but you may allow another player to borrow an item for the duration of an adventure. Characters may also expend consumables on behalf of their party members. Players are permitted to spend character gold to help a party member purchase spellcasting services such as raise dead or remove disease. This includes pooling money to buy breath of life or raise dead scrolls or potions for use in the game. If the PCs buy an item using pooled money that they do not use during the adventure, one PC may purchase the item at the end of the adventure, paying the item’s full cost. If no PC wants to purchase the item, the PCs must sell the item back for half value, reimbursing each PC for half of what she paid into the pool.

Boy, you guys made short work of Kesoulla! You had some good luck there, but well played.


The Waking Rune

Since we are almost at the end of this scenario, can you give me your PFS details please? I didn't take them yet.

Usual stuff: PFS number, faction, day job, progression speed, player name etc

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Well, my post was meant more along the lines of, 'Hey guys, are there any consumables that at least one of us should be packing? If so, I'm happy to pick it/them up next chance I get' sort of thing - but good to see the rule posted just the same!

Player: Lady Ladile
PFS ID: 192133 - 16
Faction: Silver Crusade
Day Job: Craft: Carpentry: 1d20 + 10 ⇒ (4) + 10 = 14
Progression: Normal

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

Player: Seldanna Marzanna
PFS ID: 74677-2
Faction: Concordance
Day Job: Craft (alchemy): 1d20 + 21 ⇒ (7) + 21 = 28
Progression: Normal

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Player: Enchanter Tim
PFS ID: 1142-5
Faction: Exchange
Day Job: Bluff (Greenheart's Blessing: 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36
Progression: Normal

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Player Name: Otha
Character Name: Daedîn
PFS#: 239913-6
Faction: Grand Lodge
Day Job: Sleight of Hand: 1d20 + 19 ⇒ (18) + 19 = 37
Progression Speed: Normal

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Player: caps
PFS ID: 137974-1
Faction: Silver Crusade
Day Job: profession, farmer: 1d20 + 8 ⇒ (13) + 8 = 21
Progression: Normal

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Player Name: TriShadow
Character: Fendel, CSI: Absalom
PFS #:151777-2
Faction: Darchive
Day Job: Craft Alchemy (Crafter's Fortune): 1d20 + 22 + 5 ⇒ (2) + 22 + 5 = 29
GM Reroll: 1d20 + 22 + 5 + 1 ⇒ (16) + 22 + 5 + 1 = 44
Progression: Normal


The Waking Rune

Damn heat has me too knackered to think straight! I will aim to update gameplay tomorrow with a summary of your current buffs and status.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

No worries GM, get some rest!


The Waking Rune

Thanks :)

It was the cumulative effect of sustained 30º plus temperatures I think. Heatwave seems to be breaking this morning (crosses fingers)!

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

So, the plan if for Teric and I to invoke Kesoulla's name to BLUFF the wisps. Under the pretense of making a offer of new food after the ritual, escort the addicts to the stairwell. Afterwards, were send melee team-members out as the archer types begin to engage at range from the doorway. Keeping in mind that magic is going to be mostly ineffective in the fight.


The Waking Rune

Okay, I will point out one potential problem with the plan. There are twelve addicts in the warehouse. If you pack them all into the stairwell it is going to make getting up those stairs very hard work for the party members that you leave downstairs. Remember that's a low-ceilinged staircase, and it's not terribly long (not called out in the scenario text, but if I add up the "stair" squares on the map and assume a corner square where there's a turn, that's just 30 feet).

Ordinarily going upstairs is treated as difficult terrain - going up stairs that are packed with bodies, I won't say is impossible because the addicts aren't going to actively resist, but I will call it four squares of movement to go up one square, for a total of 24 squares of movement to get up the staircase. Flying up will be impossible unless you are Tiny or smaller.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

We probably need everyone up in the room to help get all the addicts downstairs, otherwise it will take us a long time. So no worry on getting anyone 'trapped' downstairs. I think the risk is one of the addicts wandering down the stairs and dying from the forbiddence spell. Maybe we can build a barrier to block them?

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Do we really need to move the addicts? If we attack the wisps, I’d think they’d attack us back as opposed to the addicts...and since we’ve pretty much ruled out magic attacks against the wisps, the addicts won’t get caught in an area spell like before. So one or two casters can watch over the cultists, making sure they can’t get out of their restraints while the rest of us try to take care of the wisps. Or am I missing something?

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

^I think they have some sort of AoE lightning attack or something.


The Waking Rune

The wisps can effectively 'become' lightning bolts twice per day each (Fendel's knowledge check discovered this).

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Gotcha...don't see a good option as far as their safety then as either way is risky...

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

we could leave Sèriè or Inky at the bottom of the stairs with orders not to let anyone come down

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

^Inky can do that, sure!
______________

In other news...sign-ups for PbP Gameday are open!

PbP Gameday IX Event Listing

Go git u sum!
______________

*ahem*

We now return you to our regularly scheduled programming.


The Waking Rune

Okay, it looks like the plan is as follows:

  • Everyone heads back upstairs except for Inky and/or Sèriè who are left to guard the entrance to the basement temple. (I'd suggest Sèriè, Nina may want her flying mount to fight the wisps).
  • When the rest of you are in the warehouse, Teric and Fendel attempt to bluff the wisps, telling them that you're taking the addicts downstairs for a ritual
  • If this works, you move the addicts into the stairwell and then you begin combat against the wisps
  • Once the wisps are defeated you bring the addicts back upstairs, and presumably escort them to safety?
  • Then you decide what to do with the Sigil Wafers

    Everyone ok with this? If so I'll update gameplay accordingly this evening (approx 12-15 hours from now).

  • Silver Crusade

    Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

    Yes, this sounds good to me. Quiella will probably be "out of the fight" without Sèriè for all practical purposes (move speed is 15') but if they're flying it may be moot anyway.

    The Exchange

    Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
    Spell tracker:
    Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

    Looks good to me.

    Dark Archive

    HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

    Yes.


    The Waking Rune

    Expect gameplay update tomorrow - I'm beat tonight. Toddlers are hard work!


    The Waking Rune

    Okay, bringing the discussion over here ;)

    It sounds like there's some consensus:

    Fendel and Seldanna: bring the senseless addicts together (back in the lethe house?) and go through the wafers to restore the stolen soul portions to as many as possible. Destroy the rest of the wafers in holy water. Will take several hours.

    Quiella and Daedin: Quiella goes back downstairs to smash up the temple to Lissala (will also take some time); she dumps the unconscious cultists on the stairs. Daedin stands watch in the stairwell. Leave the cultists with Daedin, or take them upstairs?

    That leaves Teric and Nina & Inky kicking their heels.

    Dark Archive

    HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

    Just want to make certain we are restore any of the 'working girls'. That may mean bringing them here or taking a trip to them. Once we are certain we have restored everyone we can find, destroy the wafers at that point.

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    Teri, Nina, and Inky could take the cultists upstairs...or we could leave ‘em where they are while Quiella destroys the temple...Daedin could keep an eye on ‘em as he covers Quiella and then we could take ‘em upstairs afterward...

    Silver Crusade

    HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
    Skills:
    Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
    Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

    Just now catching up here, needed to catch up on my Zzzs first!

    (1) Nina is definitely in agreement to try and restore as many soul-cookies as the group can find owners for and then destroy the rest with holy water. She's going to object pretty strongly if anyone talks about eating any (but she's not that observant so you can prolly just sneak-eat one when she's not looking) and somewhat less strongly if folks want to bring any back to the Grand Lodge.

    (2) Nina (and Inky) will basically help with whatever needs doing. Given Fendel & Seldanna's own skills I don't think Nina will be much help with sorting the cookies so she and Inky can either help Quiella bust up the temple (and they'll risk/suffer the Forbiddance damage again) or they can hang out on the stairs and help pass the two cultists up once Quiella is done breaking things.


    The Waking Rune

    Teric, how about you?

    The Exchange

    Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
    Spell tracker:
    Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

    Uh, brothel?

    I mean, if people need help, he'll give it. He could try to wreck the basement from the stairs with his spells, but he will not go in until the forbiddence spell is down.

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    Moved the discussion here to not clutter the gameplay thread...

    Quiella wrote:
    killing an unconscious person in cold blood is an evil act. It doesn't matter what they've done.

    Maybe in the real world but in a fantasy world like Golarion, think it depends on the circumstances...

    So when I ran some of y'all thru Cultists Kiss, when y'all staked/beheaded the unconscious vampires, that was an evil act?

    And in King Xerox of Old Azlant, at least one of the xills were couped (not by Peribras, it was Zaarah, I think) and no one objected. Should I have adjudged that as an evil act?

    Under those circumstances, I didn't see anything evil about them, yet all the creatures were unconscious. And in this case, he tried to take her in alive but she wasn't willing and she was very dangerous. She could've kept breaking out and attacking and he'd rather kill her than she potentially kill him or one of his friends. I guess if that's evil, he'll have to live with that...


    The Waking Rune

    The Krune saga, as I noted earlier, does present multiple situations in which PCs are offered Evil choices (and I mean to use the capital 'E' there). But coup de grace-ing a helpless enemy is not "Evil with a capital E". It is, I think, evil in the sense that you take it upon yourself to be judge, jury and executioner when you coup de grace. But, in the strictest game sense, CDG is not an Evil act that qualifies as an alignment infraction.

    I make a couple of provisos though.

    First, coup de grace is distinct from flat-out murder. Coup de grace is specifically a combat option - a full round action that provokes AoOs. It will happen from time to time in a fight, on either side, because healing is a thing and because both sides tend to want to eliminate the other. When I'm GM'ing I will have enemies coup de grace if their tactics permit it and if it makes sense; but in 30-odd tables I have yet to do so.

    Second, a paladin holds herself to higher standards. Whilst I wouldn't ding a PC on alignment for carrying out a coup de grace, I would rule that some paladins (not all - depends on their code) would Fall for doing so. Sarenrae in particular believes in redemption, and must frown on such behaviour. Quiella's Erastil paladin Oath states: I will never slay a harmless being.

    Lastly on this subject: Kesoulla is pretty much irredeemable. She's a level 13 cleric of Lissala, and one of the big movers of the Lissalan plot. Her goal here is to get away with all of the Sigil Wafers - including the 'last batch' that Drollis is due to finish up with one more Feast. To do that she is absolutely willing to kill you all. Having woken up (healed some nonlethal damage after one hour) and being under her Freedom of Movement spell still, she escapes her bonds automatically - which is the point I roll Perception and trigger a surprise round. She'll throw Blasphemy, Blade Barrier, Greater Command, Flame Strike and more at you in order to try to get away, preferably with her wafers. She has a tattoo holy symbol, so she's perfectly able to cast all her spells.

    It's really arguable whether Kesoulla counts as a "harmless being".

    TL;DR - paladins have higher standards; coup de grace-ing a deadly enemy isn't worth an alignment ding.

    Silver Crusade

    Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

    Let me clarify, because I was a little muddled when I posted.

    CDGing a bound, unconscious enemy would be an evil act in my RL opinion. CDGing a foe that you have just defeated in battle is kind of a grey area. Slaying inherently evil creatures like vampires is not evil, whatever state they are in.

    Quiella considers unconscious == harmless as a general rule, but this one is trickier. I would say killing the cleric is not an alignment infraction for most PCs, but probably is for Quiella. Quiella would opt for something else. Beating her nonlethally, or knocking her out over and over... IDK. It is hard to be a paladin sometimes.

    Also that's not Erastil's oath; I wrote it. It is specific to Quiella.


    The Waking Rune

    Ah, cool that you wrote your own oath. I like that.

    You're absolutely right, being a paladin can be difficult!


    The Waking Rune

    I think I can move you on to the debriefs now - Kesoulla's fate was important for success conditions, had she escaped you'd miss 1 PP.

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25
    Quiella wrote:
    CDGing a bound, unconscious enemy would be an evil act in my RL opinion. CDGing a foe that you have just defeated in battle is kind of a grey area.

    Agree with you 100& on both of these statements. I was just saying that Daedin's act fell within the latter. Since she so easily slipped the bonds and attacked quickly with lethal intent, stating that only Lissala could judge her, Daedin took that as she wouldn't be taken alive so he acted in kind. With no local authority to turn her over to and Heidmarch Manor being 500+ miles away, he saw this as a repeating cycle; she could possibly kill one of his friends or escape and he felt he couldn't let that happen. Definitely fell in a grey area and it wasn't a lawful act to be sure...I just didn't see it being an inherently evil act that would've violated his alignment (Chaotic Good)...

    Quiella wrote:
    Slaying inherently evil creatures like vampires is not evil, whatever state they are in.

    I agree with this as well (my mention was just to show examples of when unconscious creatures were slain without question). But, especially since the vampires from Cultist's Kiss were cultists of Lissala (the chief vamp being a cleric of Lissala), I'd argue that Kesoulla (also a cleric of Lissala and higher up the command chain) was as inherently evil as the vampires...

    Quiella wrote:
    Also that's not Erastil's oath; I wrote it. It is specific to Quiella.

    I was familiar with that from the times I've GM'ed her and think it was nicely done as it further individualizes her character. Daedin didn't expect Quiella would approve of said action...


    The Waking Rune

    You have successfully completed 4-10 Feast of Sigils!

    It'll take me a few days to complete your chronicles. I'll post a link here when they're done.

    Next up is 4-12 Refuge of Time. I'd like to start that off in a week or so. Quiella has already played it, and Fendel has hit level 12 and is off to do whatever Seekers do (wait for the Ten to call I believe ;) )

    So we have a couple of vacant spots. I know a table of Refuge of Time is being offered by another GM for Gameday, I'll take a peek at the recruitment thread and see if there's anyone didn't get in. Otherwise I'll recruit via Flaxseed.

    Did anyone level up (apart from Fendel)?

    Seldanna will you be hitting level 12 after Refuge?

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    Thanks for running, GM, enjoyed it! Also enjoyed playing with everyone!

    Daedîn will be leveling up to 10th level as I'll be applying a GM credit to him in addition to this chronicle. He'll take another level in Slayer and with the accompanying slayer talent he'll be getting, he'll take Trapfinder so he can now disarm magical traps as well...

    With Fendel hitting level 12 now (I think), Daedîn will switch back to his normal icon for the next session, if that's OK by you, GM...

    Silver Crusade

    Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

    I have a character in tier... I might be willing to burn a replay on Refuge of Time.

    But overall I think one fewer game to play is probably a good break for me and I'm not eager to rush through getting my other character leveled up to 9.

    Dark Archive

    HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

    This was really fun every one. A great way to level out to Seeker.

    Well run and well played.

    I hope to share a table with you in the future.

    Definitely, thanks for swapping out your icon. I really appreciated it.

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    Hey GM, Quiella's post reminded me...I'll be burning a replay to play Refuge. I don't recall everything about it, but I'll kinda stay in the background as far as decision-making goes there...

    No worries, Fendel, you had the higher-ranked PC and I'm so used to seeing your posts with that icon, wouldn't have been right otherwise. Hope to journey with Fendel in Eyes of the Ten in the next few months or so...

    The Exchange

    Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
    Spell tracker:
    Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

    Loving this mini-campaign. Teric will level up to Level 9. We will definitely miss Fendel. Teric will have to diplomance things on his own now!

    Silver Crusade

    HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
    Skills:
    Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
    Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

    Nina was a fresh 8th when we began this so she'll remain 8th level for a while yet.

    It was fun playing with you, Fendel & Quiella!

    Beginning the next scenario in a week or so sounds good to me :)

    The Concordance

    Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

    Thanks for that. Great job GM (and gang). Super fun game (well apart from the almost dying bit...but hey, even that was pretty exciting)! Farewell to our departing heroes, you'll leave big boots to fill for the rest of the campaign.

    GM supervillan wrote:
    Seldanna will you be hitting level 12 after Refuge?

    No, this was Seldanna's first game at Level 11. She'll hit 12 after 'Words of the Ancients'

    Silver Crusade

    Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

    I *think* Quiella's departure is only temporary


    The Waking Rune

    Yes, I expect Quiella back for Words of the Ancients and The Waking Rune ;)


    The Waking Rune

    It occurs to me that some of you were expecting a ritual in the basement temple perhaps?

    Drollis conducts the "feasts" in the chapel - the room with the sihedron-engraved table. If you make nice with him, or maintain your bluff, he'll invite you to partake. And then turn on you afterwards ;)

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