GM IronDesk's Lonely Coast (Inactive)

Game Master IronDesk

A campaign based on the adventures published by Raging Swan Press taking place in their Lonely Coast mini-setting.

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Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Farewell Mitran! I liked your rural take on the druid, rather than the deep woods hermit that is commonly seen. If your load lightens, look us up - you're welcome back any time.

I've invited one of the previous applicants to fill Mitran's spot.

Wulfric: I too am eager to see the Armiger develop. Don't feel you have to change characters to fill a gap - that's my job as GM. I only mentioned switching out because sometimes a character or concept doesn't play out on the table as you had hoped, and you are just not having fun.

Everybody who is continuing, go ahead and start updating your characters to level 2. We will be taking a one week hiatus to get everybody levelled, get any new players caught up, and give me a chance to properly prep the next chapter.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

wulfric, im planning for tomi to start taking summoner levels so he'll become a bit more of a support character too, though a melee biased one rather than ranged.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

No that is cool, just thought i would throw it out there. Time for more armour!!


Encounter Map

Hi guys,

I've followed your game as a lurker and Irondesk asked me to play so here I am. I'd like to make a ranged/healing type to support your more melee heavy group. I'm thinking perhaps an Oracle, or if Irondesk approves a Shaman.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

I originally said no to the ACG classes because the book had not been published and I didn't want to get into playtest stuff. Now that its out I see no reason to disallow it, especially given the wide range of 3PP stuff allowed.


Encounter Map

Hmm ok. Thinking of perhaps a Nature Spirit Shaman, 1/2 Orc or maybe even 1/2 Goblin (if you allow those GM).

I would need help getting him into the game, since a shaman would be from the wilds and I'm not sure what the next adventure is all about.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

1/2 goblin ( al la Lonely coast campaign setting) might work actually, but seeing as how the party just spent the last week or so killing a bunch of them, you'd need a good reason for well, being good.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Hi Gm Niles, welcome aboard.

@ GM Irondesk:- for the armiger levelling HP, cos of it's weird rule when rolling for HP it suggests that if taking the average (which i seem to remember we are doing) take 1 more than barbarian i.e. 7 + con mod. Just confirming that you are happy with that.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

For the record, I think it will be a tough row to hoe for a half goblin to be accepted by the party after the events which have transpired.


Encounter Map

Well, there is a feat Pass for Human which allows a 1/2 Orc to both take 10 and get a +10 on Disguise to pass a human. Perhaps a 1/2 Goblin can do the same? I'd need to work the GM for sure to see if it fits with the game.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

So the plan would be to deceive the party that you are not a 1/2 goblin? Yeah, surely that wouldn't cause problems down the road.


Encounter Map

I'm brainstormin man, there are no bad ideas. Sarcasm noted though.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Maybe you would have half a chance if the party encountered you defending someone/ something important to us against other 1/2 goblins, but even then i'm not sure.
Or could there be some connection to Mitran? We MAY be more likely to accept you as a friend of Mitran through his druidic connections.


Encounter Map

That makes sense, could do it that way. The 1/2 Goblin thing doesn't have to fly, especially if they are going to be the recurring bad guys. I was just brainstorming some possibilities. A bog standard race would do just as well.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

I'd like to continue with Vilesse, as long as IronDesk is still willing to put up with me being the slowest poster. As exemplified by this post.

Wilf the Shepherd wrote:
So the plan would be to deceive the party that you are not a 1/2 goblin? Yeah, surely that wouldn't cause problems down the road.

He wouldn't be the first PC in the party posing as a standard race when they're not. Of course, Vilesse isn't of a race we just spent a whole module fighting. I think 1/2 orc would be a better fit for party amity, but if it's got a good story I could see how a 1/2 gob could be interesting.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

i kinda like half goblin myself, it fits the setting well.

Tomi would be understandably cautious at first around a half goblin who wasnt overtly hostile from the outset, but he has yet to write off the entire race based on a despicable few (after all, the driving force behind the last lot turned out to be a human...).

in short, tomi could be won over by a half goblin in the right situation.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Gonna make my character a Half Orc, so there won't be any problems.

I'm basing his mannerisms and outlook on the character Rafiki from the Lion King. Can you tell I've got a few kids all under 10?

Ausk is an eccentric character who hears the voices of the spirits, they guide him to deeper truths that not many others see or care to take notice about. Being a half orc explains his outsider status on the Lonely Coast. The character would be known though, as a friend to those who traverse the Wood in peace with the surroundings and pay the proper respects to the "Mother Forest Spirit".

Haven't worked out any more details yet. I'll have some more tomorrow night.


Corporal Wulfric Uren wrote:
@ GM Irondesk:- for the armiger levelling HP, cos of it's weird rule when rolling for HP it suggests that if taking the average (which i seem to remember we are doing) take 1 more than barbarian i.e. 7 + con mod. Just confirming that you are happy with that.

Yes, HPs are 1/2+1, plus another 1 for the armiger. So 8/lvl

Ausk looks to be coming together nicely.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Woohoo another character with a positive charisma modifier!! Weird that the half-orc is our most charismatic, but woohoo.

Melee based i see, hmm that makes my levelling up decision even harder. Boost for me and therefore front line fighter, or boost for team and second row fighter!


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Oh, Ausk won't be melee based really...I'm just a purist who couldn't build an orc with a negative or no str modifier. He will probably hang back and use his spirit power and eventually his hexes to disable enemies. He will carry a spear or quarterstaff (haven't decided) as a backup for when words and juju fail him.

I plan on Ausk being a kind of kooky wise sage type, always talking to himself or the "spirits".

GM: What traits am I selecting from?

Other players: Ideas for feats? I have one level 1 feat...I was kinda going to default to Combat Casting but I really have no idea.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Honestly haven't really read the shaman enough to make a good suggestion. I like Warrior Priest, but I don't think you qualify for it.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Oh ok, haven't read the shaman rules, was assuming spirit guide would be a bit like an animal companion. Boost for me it is then, i can always take the other later on.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

The spirit guide is a familiar/spellbook all in one. Like a witches familiar.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Oh ok, that makes more sense.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Given my dearth of knowledge on caster builds, I'd be forced to just agree with combat casting. If you had hexes already, then there are some nice toys, but you don't get those at first.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Just saw

Keen Scent:

Your nose is as sensitive as that of a wild predator.

Prerequisites: Wis 13, half-orc or orc.
Benefit: You gain the scent special ability.

Seems cool.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

That could be handy. Scent is very useful.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

Tomi has wandered this far in search of a spirit guide or animal totem at the behest of his tribes shaman - perhaps there is an RP entry there for Ausk, maybe teaching Tomi a thing or two to produce his intended level of summoner.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ooo I like it. Yeah spirit quests are right up Ausk's alley.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Ausk is sounding good.

On a side note, Wulfric has now been levelled.

Level 2:
HP+11, +1 BAB, +1 Fort, +1 Will
Armiger abilities:- Reflect and Spear Brace
Skills:- Bluff, Climb, Knowledge Engineering and Nobility, Survival and Perception.

Been a really hard decision between Spear Brace and Citadel, maybe at lvl 5 if we get that far!


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Worked some more on Ausk's background. Also, chose keen scent as level 1 feat. Profile is almost complete, missing more backstory but I'm waiting for the GM to tell me what traits I can take. Also, not sure on starting equipment.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Right.

Many of the campaign traits I wrote up at the beginning are kind of irrelevant this far in, but some may tweak your interest. Check them out in the campaign info tab. I'll add some fresh ones later today that may foreshadow where the game is headed.

You start with 1 other trait of your choice


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Okay, added a few more campaign traits and updated some others. ones listed in italics are still relevant.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

I have updated Wilf to a level 2 Mighty Godling.

He chose:
Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.

for his divine trait.

Updated skills and the rest.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Chose traits for Ausk, almost finished backstory.

Chose these two traits, Student to reflect his walkabout time in the Tangled Wood finding Tuath menhirs and mounds. Outcast to reflect his time as a youth living on the fringes of society.

Student of the Tuath:You have been apprenticed to a sage who has devoted their life to studying the history of the Tuath The lost civilization that ruled this area long before the coming of modern man. You comb the ancient places of the Lonely Coast for any new information on the Old People and their places of power. You gain +1 to Spellcraft and Knowledge(arcana) checks and one of these skills is always a class skill for you.
Outcast (Half-Orc) Driven from town after town because of your heritage, you have become adept at living apart from others.
Benefits: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Ausk, forgot to mention, you can start with standard WBL for level 2 (1000gp), with no more than half spent on any single item.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ok, not sure what I would spend the money on, do you mind if I reflavor scrolls as strips of bark?

Ausk the Heathenbane:

Ausk (OW-skuh) was born to an unusual coupling. A female orc shaman and a male human criminal who fled into the wilderness. His mother Ugra, was a shaman of the Splittooth tribe. She began having visions from her spirit guide, Brother Earth, of a human wandering the hills. She found the man, almost dead from exposure and although her upbringing and nature said to slay him, she relented and nursed him back to health. The man, his name was Jaxom, was a criminal who had escaped a certain hanging for cattle thievery. Jaxom swore he would repay Ugra, but her tribe had other ideas. In the night they crept upon Ugra's dwelling intent on murder, but Brother Earth had warned Ugra and she fled with the partially recovered Jaxom. They made their way to the Lonely Coast where Ugra and Jaxom lived a sometimes harsh but always free existence in the Wood.

Jaxom and Ugra spent their time in the Tangled Wood eking out an existence on the fringes of towns. Jaxom worked as a laborer, or as a hunter/trapper. Ugra spent her time on poultices or potions or good luck charms for the locals. Ugra developed a reputation as a wise woman, and her healing charms were sought out by peasants from across the Lonely Coast. In her later years she was blessed with a baby boy, she named him for her father a long dead Shaman named Ausk. Jaxom and Ugra raised the young half-orc to be tough but his natural inclination was to the natural world. In his youthful sojourns he came across an ancient Tuath mound and was fascinated by these ancient people who seemed so close to the Mother Forest, as close as he felt.
As Ausk approached his late teens, his mother and father were entering their twilight years. His mother performed the Spirit Dance with him for the first time and he heard with perfect clarity what once was only whispers. He heard the Mother Forest speaking to him, telling him to find his Guide. So he began to walk and eventually he found Sheeha perched on a lonely tree in a glade with a large stone Menhir.

Ausk bonded with the Horned Owl immediately and found that in her presence the "Great Mother" spoke to him even more clearly. Ausk returned home to his parents after a yeas of wandering the Wilderness. He now spends him time helping his mother with her mystical arts or his father with the more mundane and physical tasks which need doing. He knows his parents are old, and not long for the world, but Ausk feels the call to travel and see more of this Lonely Coast.

Here is Ausk, please feel free to comment or critique as necessary.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

So, you guys are sitting on a small stockpile of looted equipment and several thousand gp in coins and valuables. There is also the 100gp Father Ruan gave you for returning the aspergillum ( some wanted to donate it?)

Can you all please decide what you are going to do with it before we move on - I assume you're not planning to take a cartful of used gear with you on the road?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|
Ausk the Heathenbane wrote:

Ok, not sure what I would spend the money on, do you mind if I reflavor scrolls as strips of bark?

Cool, strips of bark is a nice touch. Any money you don't want to spend, just take as small artefacts that Ausk has uncovered and held onto over the years.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

I would like the mstwk shield if that is ok and will sell my hvy wdn shield and ditch my club. Otherwise happy for people to take what they want and we sell the rest. It might help to try and get some healing potions or a wand as a group. Otherwise i need a bit more to go for full plate!


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

I wouldn't mind picking up a better weapon than a big club. I think he might see if he can find a masterwork falchion (assuming he can afford it).


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

So: Wulfric takes the mstwk light steel shield and a spiked gauntlet
Wilf takes the +1 breastplate.

Tryfena will gleefully buy all your other loot, which leaves Wilf, Wulfric, Tomi and Vilesse with 738 gp each ( Mitran takes his share before departing)

Tryfena has a masterwork falchion that she will sell Wilf for 450 gp. Myghal the smith may be able to forge a new one for less but it would liklely take him all winter to complete.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Were my character not a country bumpkin with a 10 Int, I would avoid that deal like the plague

Wilf, not knowing a whole lot better will pay the requested price for the weapon since it caught his eye and he has no idea what to do with a pile of gold in his hands.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Yep, Tryfena kinda has a strangle hold on the mundane adventuring goods in the Swallowfeld area. Her prices for alchemical gear and the like is even more exorbitant.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

What kind of scrolls, potions, and wands are available in Swallowfeld?

For alchemical gear, given time Vilesse can craft pretty much anything with a DC of 20 or under. I can probably get that up to 25 with a few items.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Is the posting expectation 1/day?


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

yes - need to make my apologies, sick babies have been ruling my life the last few days :) back on top now though.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Yep, still 1/weekday, freeform on weekends :>

I can just drive things forward, and will if more than a couple quiet days pass, but scenes like this are really driven by player interaction - its your chance to do some roleplaying and set the tone and direction.

Sorry if that wasn't clear.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Don't want anyone to feel like i am flogging a dead horse, and i know we will/would probably get to cymer and she will/would be gone, but I feel that this is something Wulfric would consider important.

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