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Rhavaniel "Rhavi"'s page
295 posts. Alias of Kirneh.
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| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
I will use an inspiration on the sense motive
sense motive: 1d20 + 1d6 + 12 ⇒ (9) + (5) + 12 = 26
As Andreas moves past her, Rhavi speaks up
"Be careful. Tig should be in there, but he says that only the king and the god went in there. I think whatever it is this "god" is, it is in there. And he is terrified of it"
She then follows Andreas in there while drinking a potion (CLW) and takes up a position to the right of the opening.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
As Rhavi moves towards the hut with the guide, she asks him
"Is the kid, the hatchling, in this hut? Will there be anyone in there? Guards? is he okay?"
and if there is time
"What is this "god" the others are talking about?"
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
As Rhavi sees that only Rilke is following, she stops and calls out to the others
Come on, the kid will be either dead or gone if we don't hurry!"
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Listening to the other lizardmen, Rhavi looks at Andreas and the others
"They are talking almost as if this god or whatever it is, is right here with them or something."
Are they running in a specific direction or away from a specific point, maybe even in the direction we are going?
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
sense motive: 1d20 + 12 ⇒ (17) + 12 = 29
Rhavi starts moving after the guide.
"He says we have to hurry if we want to get to the hatchling, I assume he means the child. The others are afraid of the wrath of their gods. I'm not sure what they are talking about, but I think you are right, this is not over yet."
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Feeling the pain of the wound, Rhavi takes a 5ft step back out of the kings reach and drinks her shield extract and draws her sword, waiting for an opening to get within striking range of the king
(Now her AC is 21. Must have forgotten to change it back after last time I drank a shield extract, Sorry about that)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
As Jackob:
Seeing that Andreas is still quite hurt, Jackob casts another cure moderate wounds at him
CMW: 2d8 + 4 ⇒ (8, 6) + 4 = 18
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Rhavi sighs with relief both as the croc goes down for good and Andreas stands back up.
"We still have a chance. We can do this"
She starts to reach for one of her extracts, getting ready to go up against the king
(Know it's not my turn, it is only rp ;-) )
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
"The gods be damned, will you just die!"
Rhavi, frustrated that the last caiman is still alive, throws another bomb at it (upper left corner, excluded Albert and splash the king)
Bomb attack, ranged touch attack: 1d20 + 5 ⇒ (16) + 5 = 21
Direct damage: 1d6 + 4 ⇒ (5) + 4 = 9
Splash damage = 5, dc 15 reflex for half
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
how are we all doing? are we good?
Rhavi has two bombs left, she is probably going to use them as long as the other caiman is still alive. When it is only the king, she would probably move in to melee, after drinking an extract (shield).
Unless of course we the next frontline fighter also goes down, then she might have to get in there sooner than she would have liked.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Rhavi lets another bomb fly, this time at the remaining caiman, hoping to take one threat off the board. (upper left corner, Albert is of course excluded)
Bomb attack, ranged touch attack: 1d20 + 5 ⇒ (7) + 5 = 12
Direct damage: 1d6 + 4 ⇒ (3) + 4 = 7
Splash damage = 5, dc 15 reflex for half
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Andreas is stable, right? he made the check? If so, I would say drag now, heal next round. He gave Andreas 17 damage last time, so unless it is massive healing, you would probably go down right away again if within reach
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
As the Lizard king steps closer, Rhavi takes a deep breath and throws another bomb directly at him.
upper right corner, so the splash hits the remaining blood caiman, excluding friendly (up to 4, so should not be a problem)
Bomb attack, ranged touch attack, shaken: 1d20 + 5 - 5 ⇒ (4) + 5 - 5 = 4
Direct damage: 1d6 + 4 ⇒ (2) + 4 = 6
Splash damage = 5, dc 15 reflex for half
Potential miss direction: 1d8 ⇒ 1
That would hit the top left of the blood caiman. With splash weapon mastery, I can correct it with 1 square, so I instead would hit the lower right of the lizard king.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Trying to avoid looking at the lizard king, feeling his gaze making my gut quiver, I throw another bomb, this time at the left Blood Caiman, upper left corner.
Bomb attack, ranged touch attack, shaken: 1d20 + 5 - 5 ⇒ (8) + 5 - 5 = 8
Direct damage: 1d6 + 4 ⇒ (5) + 4 = 9
Splash damage = 5, dc 15 reflex for half
Edit: Probably a miss, so miss direction: 1d8 ⇒ 3
2nd edit: 1 range increment, meaning 1 square off. If I understand it correctly, 3 is the square between the left Blood Caiman and the Lizardman attacking the friendly Lizardman (I've marked it with a red circle). I will exclude the friendly Lizardman and extend the splash zone to also hit the other lizardman attacking the friendly lizardman.

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Can I target a square with my bombs? I think RAW is no, it has to be a creature or a intersection between squares, but it seems a little silly, you can't target a square.
If I can target a square, I would like to throw a bomb at the square above the right hand lizard, next to the Lizardman and use Splash weapon mastery to extend the splash damage to include the lizard king. That would give splash damage to the king, both lizards and the lizardman.
If I can't, I'll throw it at square below, which is the top left square of the right hand lizard, giving direct damage to the right hand lizard and splash damage to the other lizard and the Lizardman.
In both cases, I will exclude Andreas from the damage with Precise bombs.
Bomb attack, ranged touch attack: 1d20 + 5 ⇒ (7) + 5 = 12
Direct damage: 1d6 + 4 ⇒ (5) + 4 = 9
Splash damage is 5, Reflex save for half damage, dc 15
k Nature (to know about the lizards): 1d20 + 1d6 + 14 ⇒ (3) + (4) + 14 = 21
I did roll earlier (32 total), don't know if you wanted a new, but here you go :-)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
I would have been translating along the way, so I hope/assume that I will have told you what he said as soon as he said it.
K Nature: 1d20 + 1d6 + 14 ⇒ (17) + (1) + 14 = 32
(The extra 1d6 is from inspiration which is free on trained knowledge checks.)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
I will whisper the translation to Andreas
sense motive: 1d20 + 12 ⇒ (16) + 12 = 28
And my perception of what the dynamic is between them.
"We need to be careful, but I think we are safe... For now.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
I will translate Andreas words as he speaks, trying to mimic his way of saying it (diplomatic/angry, assuming diplomatic on the roll.)
Can I aid with the diplomacy? (it's an automatic success)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
"They have heard us. They are coming. Quickly now"
I step up to the hinges, gently pushing Andreas out of the way and start working on getting the gate off of them.
disable device: 1d20 + 14 ⇒ (19) + 14 = 33
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Carefully, I will look at the top of the wall to see if I can see any guards looking out.
While doing that, I will try to listen for the screams/shouts I heard before to see if I can make out what is being said now (or if they have stopped?)
If possible, I would also like to try to determine if there is anyone on the other side of the gate.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Rhavi secures her stuff as good as she can before moving in to the river, grabbing on to some of the floating bits before joining the others
Swim: 1d20 + 4 ⇒ (11) + 4 = 15
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Sir Andreas Eisfalke Von Ulm wrote: Screaming? Human screams? Lizardmen screams? "I'm not sure...It is words, but I can't make them out. They sound afraid, almost in a panic. I think we should get over there as quick as possible. Think speed is more important than stealth right now, if we want any chance of finding him alive"
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
"Wait....I think I can hear....screaming. I can't hear what is being said, give me a second"
Sense Motive: 1d20 + 12 ⇒ (8) + 12 = 20
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
"My suggestion is still to spend just a little time observing the place. We don't even know for sure who is in there or what they are."
What happened with the perception checks?
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Sorry, here it is
Perception: 1d20 + 17 ⇒ (11) + 17 = 28
"Maybe we should observe a little first, see if we are correct in assuming lizardmen. And if so, if we can sneak in. Don't think we can just knock on the door and get him back"
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
As I have just posted in the game thread, we need to deal with it at some point. Might as well be no.
And I doubt they would put something impossible in at this point. It is not a random event. At least I don't think so. And with the time constraint, it's not something we could have left for later when we had levelled up.
I say we continue! :-)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Rhavi speaks up
"If there is a chance he is alive, I think we need to investigate. Even if he isn't, investigating what took him, be it these lizardmen or something else, is worth our time. At some point, we need to deal with it"
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
yes, but the ones of us tracking isn't riding. We need to be close to the ground.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
As we travel along the Tuskwater, Rhavi tells the others about the Swamp Witch and again when we see the sign of the struggle, she tells the others what she knows of the tracks.
Rhavi has +16 in both
"Jackob, can you see how old they are? I guess we should follow them?"
After thinking a bit
"Rillka, didn't you mention something about a tribe of lizardfolk you had heard about? Was that around here?"
(Was mentioned in this post)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
aid another survival: 1d20 + 5 ⇒ (8) + 5 = 13
aid another survival: 1d20 + 5 ⇒ (1) + 5 = 6
aid another survival: 1d20 + 5 ⇒ (11) + 5 = 16
aid another survival: 1d20 + 5 ⇒ (11) + 5 = 16
aid another survival: 1d20 + 5 ⇒ (9) + 5 = 14
here you are, then! :)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
so if we aid, we will move slower? I don't want to slow us down, but was planning to help. Did you want help on the first roll, Jackob?
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Rhavi will ready her horse and try to help Jackob find the boys tracks.
Aid with survival: 1d20 + 5 ⇒ (8) + 5 = 13
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
a couple of follow up questions.
About Tig:
When we say south along the waters, I assume it is Tuskwater we are talking about?
Are we talking about the west (H19) or east (H20) side of the lake?
About Old Crackjaw:
What hex is he/the fishing spot in?
Is this the same Arven as with the Hodag?
The elven ruins:
Did she give any further directions to the ruins (aka a hex)?
Hodag:
Where was he attacked?
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Hallo all, I'm back from my vacation. Sorry it took longer than expected.
I agree that Tig is the most important one, as we might find him alive. I don't really see any other option than searching for tracks south of the city.
I say we bring the horses, but would probably be walking, as we need to search for tracks. Can we assist with the survival roll? not the best at it, but should have a decent chance of helping out.
Seeing as I'm coming back a little late here, should I post some questions for Mrs. Tannerson in gameplay? any roll I can do for more information and do we already have what we can get?
I like the changes to the map, please keep them!
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
A little late to the party, but I'm fine with the city names :-)
Isn't it a little strange that we get a reward from the kingdom for killing the creatures, when we are the kingdom?
I'm on vacation right now, so might be a little hard to reply. I'll do what I can to check in daily.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Diplomacy: 1d20 + 14 ⇒ (17) + 14 = 31
Rhavi is very conflicted about what to do first.
On one hand she is professional interested in the Alchemist (Troll blood) and the herbalist (Shamble Sap), but also see the need to protect the citizens from the forest drake and worg.
In the end, the safety of others will be more important than her own interests, so either the drake or the worg would be her choice, from what we know from the posters
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Crap, missed that part.
So we need to build in D20, C20 and, if we want the canal to connect the cities, B20.
Think it makes most sense to start I D20 or else the canal would be waterless until we connect it to the river.
I say we do it to correct the mistake of the farm, even with the added cost.

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
GM_Coreyllon wrote: I am not finding anything about D19 that indicates it is not a bridge for building purposes. Perfect. Always happy to be corrected in that direction :-)
We have 31 BP.
Even though we would have enough BP for the watchtower this round, I think we should still do the canal to make the farm at Olegstown legal.
My suggestion :
Claim D19 (12 Hex)(Bridge) 1BP
Claim D18 (13 Hex)(Ruins:Temple) 1BP
Road D19 2BP
Road D18 2BP
Economy +1
Canal C19 4BP
Prepare D18 for city 4BP
Shrine (Capital) Pharasma, Neutral:
Stability +1, Unrest -1 8BP
Graveyard (Capital)
Loyalty +1 4 BP
Total: 26, leaving 5 BP for next round. I think we should save those for when the new city is ready.
The preparation of the site for the 3rd city will be this turn 12 and the next turn 13 and then in turn 14 we can start building.
In round 14 we will have to pay the 16 BP for the temple.
We would probably also like a house (3 BP) and that town would also be a prime location for a lumberyard (12 BP) as it is surrounded by forest. Two sawmills would then only cost 4 BP in total, and generate 3 BP/turn (and +2 stability). As we can build 3 improvements, we could even build a 3rd for an additional 2 BP.
Doing all that would cost 37 BP and that is not counting claiming additional hexes. So leaving something for that turn in both this and the next turn is probably a good idea.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
move on, but still need the verdict on the bridge, as we need to figure out what we can build

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
I actually really like the idea of a pantheon. Especially since the cathedral is 4 lots.
In the future, when we upgrade to a cathedral, I see it as a circular building separated in to four quarters, with an open center. Between each quarter, you can go directly from the outside to the center and you can enter each building from the outside.
Each of the quarters are dedicated to one of the four combinations of Good/Evil, Chaotic/Lawful while true neutral is in the center and the neutral combination is up against the inside of the wall of the building of the other half of alignment.
That way, none of the alignment groups should have to suffer their opposition in the same building and would not have to even go through their area to got their own place of worship.
As a neural god, I think Pharasma is the best choice right now. Also as two of her areas are birth and death, which is pretty important everywhere. She could be the first part of the very center of the complex.
And at first, it would only be a shrine to Pharasma, so no evil gods should be there. Then, RP-wise, slowly, other neutral gods will be worshiped there. At some point, the neutral combinations will also show up and we'll expand to a temple to accommodate them. Not until we expand to the full cathedral will the other gods be worshiped there.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Well, we are getting bigger. I'm sure that someone has died, either in an accident, a fight or of old age.
We can build two buildings, so we could do both the shrine and the graveyard. It is only 4BP, so it is possible.
Rhavi could support Pharasma too. Both now or if we want to wait a little with that.

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
We are at 11 hexes! That is a milestone. We are officially a Barony now and Andreas is Baron Andreas and should be addressed "Your Lordship":-)
(see page 37, table 4 of the rules)
I think Andreas plan sounds good, but I have a few suggestions.
I think it was stated earlier that the bridges won't have any in-game effect, so I think we would still need to pay double for the road in that hex.
And we should start preparing D18 for the city, which would cost 4 BP extra, if I understand it correctly.
That is one more BP then we have.
Instead of the watchtower, we could build a farm around Olegstown. There is only 1 right now and it would only cost 2 BP and decrease our consumption by 2 (without the new farm, next round the consumption will be at least 6 because of the 2 new hexes.)
Strike that, I just noticed that technically, we are not allowed to build farms in Olegstown as it says that
The rules wrote: A Farm must be within or adjacent to a hex containing a river, lake, swamp, or Canal, or adjacent to at least 2 hexes that already contain Farms. Instead, to correct this, we could build a canal in C19 and in the next round in B20 and D18. Then the towns will also be connected through a waterway, making trade easier.
It costs twice the price of a road, so 4 BP in C19 and D18 and 2 BP in B20.
I think the shrine in the capital is a good idea. Rhavi doesn't have an opinion on which god(dess) it should be dedicated to, as she worship Magdh, one of the Eldest, a fey goddess.
Not many worship her, so she would be surprised, but pleased, if we dedicated it to her. When that is said, Magdh is lawful neutral, so could give a bonus to either economy or stability (and both, if we upgrade that to a temple later)
Does Andreas worship anyone specific? Because then that could be a reason to chose one.
My suggestion (based on Andreas):
Claim D19 (12 Hex)(Bridge) 1BP
Claim D18 (13 Hex)(Ruins:Temple) 1BP
Road D19 4BP
Road D18 2BP
Economy +1
Canal C19 4BP
Prepare D18 for city 4BP
Shrine (Capital) Lawful or Neutral:
Economy or stability +1, Unrest -1 8BP

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Albert Malek Garess wrote: One way to think about it is that it's the remains of a complex to serve more functions than a mere shrine, but a shrine is just one part of a temple complex. The devotees would put up a small shrine while they were working on restoring the temple. Almost how I see it.
Right now it is a ruin. It can serve as a place of worship for only the most devout of followers, like the people we have placed there, but won't give any mechanical benefits to the kingdom, as it is to small and we can't protect people that wants to go there (as we haven't claimed the hexes and build roads yet)
When the hexes are claimed and the roads are build, we can start thinking on making it available to the rest of our people.
If we don't have money enough to complete the whole temple in one go, we can give them enough money to restore part of it to a state where it is functional enough for others to start using it as a shrine and where it does start to give some small benefit to the kingdom.
It might be the room on the side of the temple where the priest would prepare before a sermon where there is only a few holes in the roof and a missing door. With some uncut logs for benches, it can temporarily be made in to a shrine for a small number of people.
Then later, when we can allocate the rest of the funds that is needed, the full temple can be restored to it's former glory, servicing a lot more people.
This way might take a little longer as we have been focusing on getting the small part ready and might not have done things in the most logical or practical order.
Or if we have all of the funds needed from the beginning, we go straight to the full restoration. It still cost the same, but we can save some time because we do it in the most optimal order.
(But I do see what you mean, Andreas. It is a little illogical that it costs the same but one way takes one turn, the other takes two turns.)

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
GM_Coreyllon did actually answer that up above, but it probably got buried in all of my long posts.
GM_Coreyllon wrote: The Temple of the Elk allows you to spend half the cost of building a temple. You can build a Shrine first and then that BP will decrease the BP of a temple. So in this case the Shrine costs 8 BP. A temple normally costs 32. Upgrading means that you would pay the difference between a shrine and temple. In this area the Temple only costs 16 because of the current site. So it would then cost an additional 8 BP to go from Shrine to Tempe. So we can build a shrine for 8 BP and then later a temple for an additional (32/2-8=) 8 BP or we can go straight to building the temple for 16 BP.
I would say build it as soon as the site is ready if we have the BP but that should not be an issue if we just save a couple of BPs the round before.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
GM_Coreyllon wrote: We can say that you changed away from Isolationist last turn. So just post for sure what you want to do. Perfect! Thanks :-)
This should be our plan for this round:
Sir Andreas Eisfalke Von Ulm wrote: Round 11
Claim C19 (11 Hex)(Plant: Resource) 1BP
Sawmill C19 3BP
Road C19 2BP
Cost:6BP
Bonus:
+1 Economy (Hex: Resource)
+2 Stability (Sawmill, Hex: Resource)
+2 BP (Sawmill, Hex: Resource)
I think this is a go.

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Sir Andreas Eisfalke Von Ulm wrote: So this is more RP and flavor than mechanics....I was talking to Rillka about this, and I think it is a good idea.
When we claim the temple and prepare it for a town. I would like to keep the hex as it is for the most part. I Would be against clearing out most of the hex for a city with a temple dedicated to Erastil. I think we could just keep it very rustic/wilderness. Build things there that benefit farmers, tradesmen, hunters. Keep it as a temple/trade post for the faithful of Erastil. I just think it would make more sense that way.
I truly thought we only back off on the expansion for one turn. I did not realize that we were not running normal.
I think that sounds like a really cool idea. Keeping it as a temple, where things just kinda springs up around it, to accommodate those who comes to worship. So of course that could be some housing and some farms and maybe a small shop, stuff like that.

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
GM_Coreyllon wrote: You can do anything later in the turn order that would work if something was purchased or bought earlier in the turn order. The problem is that Change Edicts is last decision.
So in Turn 11 you can change the Edict, but it comes after the ability to claim hexes. In Turn 12 you could claim 11 and in turn 13, as you laid it out above, you would reach the Temple. Claiming Hexes comes before creating a city. So in Turn 13 you could start preparing the city which would take all of Turn 13 and Turn 14. Then in Turn 15 you could build in the city.
Could we maybe be allowed to say we changed it last turn. Also since we did claim a hex in that turn too.
Would be a little much to recalculate back an additional turn, but we can do it for the end of the previous turn and the beginning of this.
From your post with the end of turn 10 and beginning of turn 11:
Step 4—Collect Taxes:
Economy: 1d20 + 24 26 ⇒ (17) + 24 26 = 41 43, divided by 3 is 13 14 BP, giving you a total of 15 16 BP. +6 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 22 23 BP
TURN 11 (Erastus, (July), 4711):
Initial Treasury: 22 23 BP
Initial Unrest: 0 (7)
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 32): Stability: 1d20 + 31 29 ⇒ (4) + 31 29 = 35 33 Success. Reduce Unrest to 6.
Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 2-1+1 2+1 Consumption, giving you a total cost of 2 3 and leaving your Treasury with 20 BP.
So there really isn't much changed, it is just we get 1 more BP from taxes and pay 1 additional BP in consumption, putting us at the same 20 BP as we had before.
and then we don't have to figure out what else to do this turn and can keep Andreas plan ;-)
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Sir Andreas Eisfalke Von Ulm wrote: Rhavaniel "Rhavi" wrote: CautioGM_Coreyllon wrote: WB Rhavi!
It is in column D, but not AY. Only 6 of the roads are registered there. It's not important now, as it only calculates the total population, but when we start making armies, it will be relevant.
If only 6 roads are being counted does this affect the bonus, we get for having 8 roads?
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road No, that is calculated from the number in column D. The other one is only for population. I think that only matters for armies.
| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Had started on (another) long post about which building to build this turn, but looking at it, I think we should save it for now, as I think we could either need it for the new town or for one of the more expensive buildings, like a Luxury Store (upgrade the shop in Olegstown)
So I think we should go with Andreas suggestion.
Sir Andreas Eisfalke Von Ulm wrote: Claim C19 (11 Hex)(Plant: Resource) 1BP
Sawmill C19 3BP
Road C19 2BP
Cost:6BP
Bonus:
+1 Economy (Hex: Resource)
+2 Stability (Sawmill, Hex: Resource)
+2 BP (Sawmill, Hex: Resource)
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