Goblinkid's Rise of the Runelords Campaign

Game Master Goblin Kid

A campaign for inexperienced - experienced players who have not yet played Rise of the Runelords and wish to do so.


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Male Goblin Cleric 5

This is the discussion spot for the campaign, and out of character questions that players have may be posted here.

Dark Archive

Male Dwarf Kinetisist.

I just want to let everyone know that Leroy has the xenophobic racial trait. He can only know dwarf, and cannot learn any other languages... luckily Dwarven is a common language.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Luckily he has a dwarven stonelord who can help translate for him. And if our gnome paladin can have an Int of 12, she can know dwarven as well.

Dark Archive

Male Dwarf Kinetisist.
Khaz Dourblade wrote:
Luckily he has a dwarven stonelord who can help translate for him. And if our gnome paladin can have an Int of 12, she can know dwarven as well.

perhaps Leroy is from the same clan as Khaz, he was just raised by one of the more stubborn families. because Leroy was promptly kicked from his family when he manifested the ability to bend the aether. perhaps we are good friends :)


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

I like that. Let's go with being kinsmen from the same clan. Khaz has followed you into exile, refusing to abandon his kinsman and friend. I like it...a great tie in.

Dark Archive

Male Dwarf Kinetisist.

Great! Leroy is ashamed of his powers, but isn't willing to give up something so powerful. so, as long as you can keep the enemies off of him he can pound the pain on them!

Edit, an as another thing, Leroy carries around a sack filled with pebbles, he uses the pebbles for his blast. so if you have any questions on what he is using for his blasts, that's what he's using. otherwise items will be specified, for example, i pick up an adimantium dagger and launch it using my blast at the target, or some such thing...


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Leroy...here is the background that I have written for Khaz. Tell me if it meets your approval, given that it involves your character and some information about the clanhold:

Background:
Khaz is a hunter of the undead by trade. Back before he joined Leroy Lifebender in exile (having refused to abandon a kinsman and friend), his employment was patrolling the deepest mines and tunnels beneath the clanhold. The deepest and oldest tunnels had been dug by non-dwarven hands before the clan had settled the area, and for reasons unknown the dead did not rest quietly there. The dead were never controlled by an outside mind, and instead merely attempted to devour any who came there. Due to the sheer size and maze like nature of the tunnels, clearing them was never an option. Leaving the area well alone also wasn't an option, as the tunnels were rich in precious ore. As such, dwarves like Khaz were trained to defend the miners against the 'natural challenges and pitfalls' of working the deep mines.
Now in self-imposed exile with Leroy, Khaz works odd jobs. Proficient in most professions, as well as in both metal and stonework, he is rarely in danger of starving. He also is always willing to hire his services out to those who need to put down the restless dead, for that is his forte.

His goal is to assist his kinsman in mastering his natural talents. For once Leroy can control his gifts, the two can return home with pride and honor intact.

Personality

Khaz is a serious dwarf, who rarely sees the need for outward joy or mirth. As a staunch follower of Magrim, it is his belief that the dead should not walk. This does not mean that he believes that the dead should all be 'killed' out of hand, for he recognizes that sometimes a spirit needs to move on in other ways. But for those that would control the dead, or keep a soul from passing on, he has nothing but the utmost contempt and hatred.

Also, any idea for the clan name? I have some ideas...

(1) Clan Forgefire

- Named after the clan's founding Patriarch. He earned that name after creating the legendary axe 'Angrimm's Vengeance.' When this axe was presented and given to the high king of the dwarves, the entire clan took upon his name as their own.

(2) Clan Anviltamer

- Named after the clan's founding Patriarch. He earned that name after creating the legendary shield 'Torag's Justice.' When this axe was presented and given to the high king of the dwarves, the entire clan took upon his name as their own.

(3) Clan Bloodfist

- Named after the clan's founding Patriarch. He earned that name after he led his kinsmen into the lands that they would found. There, he led the charge that slaughtered the indigenous orcs. When his genocide was finished, the gore on his axe was so thick that his entire hand dripped red with freshly spilled blood. For this act, the entire clan took upon his name as their own.

(4) Clan Deathbeard

- Named after the clan's founding Patriarch. He earned that name after he led his kinsmen into the mountains that would become their own. Deep beneath the earth they found ancient tunnels filled with precious ore, but also the walking dead. When his kinsmen wished to flee and settle elsewhere, he walked in alone. Several days later, he emerged and declared that the upper tunnels were now safe to settle. So great was the culling, that his beard was covered in the black gore of the fallen dead. The clan took upon his surename as their own in respect of him.

--------

Just some ideas. What are your thoughts?

Also, a name for the clanhold?

(1) Karak Aldhrun (Mountain of Old Runes)
(2) Karak Azril (The Silver Mountain)
(3) Karaz Galbaraz (The Oathgold Fortress)
(4) Karaz Wyr (The White Fortress)
(5) Karaz Zul (The Iron Fotress)
(6) Karak Uzkul (The Mountain of Bones/Death)


I disconnected the recruitment thread, so you four are locked in now, I hope you enjoy. As stated previously, questions should be posted here, as well as out of character discussions.

Dark Archive

Male Dwarf Kinetisist.

Well, I like deathbeard, but how about deathhammer instead, sounds less like your just trying to copy every blakbeard ripoff ever...

Then Karak Uzkul (mt. If bones) would also make sense.

Dark Archive

Male Dwarf Kinetisist.

sorry for the double post

backstory:

Well, like all dwarves, Leroy began his life in the tunnels, digging and mining. Leroy wasn't part of the dwarves who where to train to fend off the living dead. Rather, he was the cleanup crew. His family was very hard set in the old, and believed that this was the better path for leroy. He was told that the "tall folk" where untrustworthy and conspired with goblins and giants. More so, a majority of the living dead where human or elf in origin... which just confirmed them.
One day as Leroy was mining, he tossed his pick to the side, and it blasted away, skidding to a stop. When he consulted the priests about this, they told him he was unnatural, and had a power not skin to dwarves. The clan debated for weeks before finally decideing that if Leroy had these powers, he must leave until he has learned to control them for the good of the clan...
His parents would have none of it. They where so hard set, they ignored Leroy. It was like he was never born.

Sent into exile, his only friend was Khaz, one of the men sent down to kill the dead. Leroy had befriended him one day when he was coming back from one of their runs.

Now that Leroy is exiled, he studies his powers, letting Khaz take the lead, as he could not speak common. Now he gives his ability to those who would use it, learning more about it after every job.

Here is leroy's backstory.


Any word on if background skills are okay?


we will not be playing with the optional background skill rules. however, you may use drawback traits, and called shots as optional rules, if you want.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Good stuff Leroy.

As a heads up I talked to Fiz. He is rerolling as a dwarven cleric and will be joining our clan. :)

So of us five, Clan Deathhammer will be represented.

For Karak Uzkul!

Dark Archive

Male Dwarf Kinetisist.

Oh good! That will make role-play easier, won't have to put as much in spoilers
*notices all the errors in the backstory* Darn phone!


Alright I'm here.

Stats in spoiler on alias, will update rest of bio when I have a chance.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

A dwarf cleric of Sarenrae? Very interesting. I can see a dwarf following a sun goddess give the quest for sky, and I can see why one would leave. Given that Sarenrae and Torag are considered to be opposites. Looking forward to seeing your bio!


In what section of the bio are y'all able to put HP AC Saves, etc so that it appears under your name?


Joshua9093 wrote:
In what section of the bio are y'all able to put HP AC Saves, etc so that it appears under your name?

They just put them in the same location as their characters level

Dark Archive

Male Dwarf Kinetisist.

Yeah, usually... I do that whenbit is convenient


Do they give you a free nat 20 the first time you use the dice roller? lol


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Got to say, we've got a pretty good party right now.

(1) Grizmark: The Healer/Party Face
* 10 diplomacy (amazing for a dwarf)
* Healing
* Flames of painful...uhm...burning
* Longspear gives him reach, letting him stand behind the front line fighters. Great choice for a cleric.

(2) Leroy: Ranged
* A ranged fighter who never runs out of ammunition
* A dwarf with an iron gut, and whose toughness directly translates into how badly he can hurt you. Even better, ranged touch attacks. And if that isn't a scary proposition, then nothing is.
* Given his constitution, 'hardy' and his traits...he'd make any assassin pull his hair out in frustration. A +9 fort against poison is no laughing matter.
* Though he is the opposite of the party face. Not only is his diplomacy at -1, but he can't even speak the language of the locals...

(3) Khaz: Close Combat/Jack of all trades, certainly master of none
* For a dwarf, his diplomacy isn't bad. +5 puts him right between his two kinsmen.
* Can make any knowledge or profession check. Though only at +2/+3 respectfully.
* Can make craft checks for stonework/metal at +2.
* Pretty damn good at killing the undead. I'm not even sure if there are even any undead in this module! But hey, it's for flavor.

(4) Parii: Close Combat/Cloak and Dagger
* A paladin of Kelinahat! Meaning that she can do what the dwarves find dishonorable/questionable and which they don't need to know about.
* Ghost sounds, prestidigitation and dancing lights...all the arcane magic we are ever going to get!
* Diplomacy +7 puts her right behind Grizmark in terms of speaking ability.

Got to say, very happy with how the party looks. This is my first time in Pathfinder, ever, being in a party with no humans or half-elves. Having three dwarves and a gnome is really flavorful.

Also, even though we have no arcane magic, we have healing and divine flames. We also have a pretty solid fighting formation.

Khaz and Parii in the front.
Grizmark with his spear, directly behind them.
Leroy in the back, throwing rocks that hit like an avalanche.

Dark Archive

Male Dwarf Kinetisist.

To be honest, I'm choosing earth as my next element, right now it's just telekinesis.

Also, any kobold I hit takes 1d6+5 DMG so they're dead on hit. That clears that up! Then I could snipe up to 120 feet (later at 240) and end the combat before it begins... however doing so hurts me. I take a burn every time I snipe. I can gather, but then everyone knows I'm the biggest threat...

Another thing, I can learn to heal as well, healing equal to my blast damage, however one of us takes burn.

The biggest problem I face is knocking myself out. I take 1 nonlethal per hitdice × my level of burn... and the maximum burn I could have is 3+my con modifier.

So at level 1 I can have a total of 7 nonlethal damage. 2 is 14.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

For us three dwarves, the only thing we have going for us right now is buying Leroy a helmet. Would you like for us to RP this out (and the exchanging of information of what we've been up to) or would you rather deal with Parsii's scene and then get the entire party together?


Roleplaying it out will be fine.


If no one has a problem with it, Dwarven may be considered the default language for this party.

Dark Archive

Male Dwarf Kinetisist.

Yes, please, Dwarven is great because I have a hard time putting everything I say into spoilers from my phone!


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Sounds good to me. Makes typing on phone easier.

And so we are all in agreement: no accents in Dwarven, accents in common.

Or to avoid a lot of the headaches...

"This is how I speak in Dwarven."

"This is how I be speakin' common."

Avoid all of the hassle of having spoilers. Also shows how Dwarven likely sounds like a deeper, gruffer language.

Dark Archive

Male Dwarf Kinetisist.

I've always imagined Dwarves having a Scottish or Irish accent. Although a Swedish/Nordic accent would work as well.

Dark Archive

Male Dwarf Kinetisist.

so, i was thinking, since the type of damage on my pebbles isn't specified, i will classify it as a bullet as if fired from a gun. they are small enough to pierce most objects, yet it's like a bullet in shape... so like guns the pebbles are both blunt and piercing type. for future reference.


I would classify them as being more similar in damage style to a sling, which is only bludgeoning.

Dark Archive

Male Dwarf Kinetisist.
The Game Hamster wrote:
I would classify them as being more similar in damage style to a sling, which is only bludgeoning.

yeah i could see that... okay they are just blunt.


For gameplay purposes Leroy is considered sickened, except for the penalty on skills, for 5 hours after the eating contest. (it's harder to move quickly on a full stomach)

Gm's hidden die:
hours: 1d5 ⇒ 5


I happened to have remove sickness memorized, if we get a chance for me to cast it unobtrusively


You could've cast it over lunch, if you wanted.


Okay, will do


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

An idea: For combat, we all put down instructions for how our characters would usually act. If after say...3 days someone doesn't post, the character defaults to that. This way combat never bogs down the RP unnecessarily.

Dark Archive

Male Dwarf Kinetisist.

i made a mistake with my attacks, i realized my telekinetic blasts are actually physical attacks and go against normal AC not touch AC, so from now on I will be attacking normal AC... or at least until I get an energy attack :P

Dark Archive

Male Dwarf Kinetisist.

Just realized, Kinetisist get size bonuses to their physical stats later on... Leroy is going to be one BA dwarf!


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

How many levels do you think we'll get in this adventure path?


Leroy, its your turn.

Also, perhaps you should switch to the heavy pick? You should be taking a minus 8 penalty on your ranged attack. -4 for soft cover (allies), -4 for the target being engaged in combat. With your dex bonus, that's a d20 -6 per attack when we are engaged. It won't go down until at least 5th level, because you didn't take point blank at 1st level, so you can't take precise at 3rd. I'm sure there is a good reason you took toughness as a caster type with an 18 con who attacks from range, but in reality unless the enemy is unengaged, I think you will be frustrated with how hard it is to hit. Even if you are able to maneuver behind the enemy so soft cover is no longer an issue, a -2 attack bonus against normal AC means your needing 15+ to hit most things. At least with a pick or spear its a flat +1, maybe +3 with flank.


Khaz Dourblade wrote:
How many levels do you think we'll get in this adventure path?

No spoilers, but generally speaking the AP in the pathfinder campaigns run you through 3-4 levels on average. a few do less, a few do more, depending on whatever "speed" your characters are set to advance upon.

speaking of which... you guys are supposed to be on the "fast" track of XP for this campaign.


I recall someone mentioning in a recruiting campaign for this same AP that you can go from 1-16, or thereabouts, if you run through all of it.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Ah, I see. Thanks. Just trying to plan the build. Oddly enough still haven't decided whether to go twf or two handed...


Leroy, where art thou?


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Idea for combats:

We lost our tactics. GM follows tactics. After every few rounds GM gives us a chance to update tactics.

Until we gain some levels, all we can do is auto attack. This way we don't spend a week killing a few goblins.


To clarify: by AP I was referring to the module not the campaign. This was a typo/error on my part.
Also as to auto attacks: This would be fine by me, but I will need default tactics posted to this page by every player. then, most combats will be able to go on auto... with this method though, every level your tactics will have to be updated. and after every round I'll give you guys the chance of about 12 hrs to give me a different action than your default.
Important fights will have to be played out.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Aye. Tactics given before fights, a chance to update at status changes, play out important fights...

For Khaz, he will auto attack. Will always put himself in the front lines.


I'll need other people's default tactics.

Grizmark:
The dog is a mutt who had no real "home" but was sort of the "town stray." He's taken a liking to you, and is agreeable enough to follow you around. If you would like, you may have him as a "companion" of sorts.


I like that idea. I'm considering dipping a level, when we become 2ndmost likely, in to a class that will allow me to make him an animal companion. I'll take a look at it this weekend and let you know.


I'm having trouble finding a class that would allow me to take the dog as an animal companion. Druid is the obvious choice, but I couldn't wear my armor any more. Hunter would be a better choice, but I can't recall if that is a playable class. There's a barbarian archetype that would be perfect, 'Mad Dog', but if I recall correctly archetypes are not allowed.

If we can't find a way to make it work, I have a backup plan we can RP perhaps.

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