Rise of the Runelords

Game Master Upaynao

MAPS

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Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I don't think the map is loading properly for me, but, which area looks like it will have less room to clear out? Tackle that direction first.

EDIT: Based on our characters' suppositions, of course, from the dimensions of the building above, and thus the likely space below.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I was going to suggest going around the perimeter first and then into the center, but it looks like everyone else is set for going through the first passage East?


|Ruins |WBGoblins|RotRL| Emerald Spire|

I will leave the deciding vote to Andrezi. One vote for the first eastern passage, one vote for taking the perimeter and moving in, and one undecided. Please move your tokens appropriately.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Let's take the east passage first.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Kiera, I just noticed your line referencing the building above. The tunnel actually brought you some ways away from the Glassworks, as referenced here:

GM DevilDoc Jun 1, 2016, 10:18 am
The party opens the door and peers into the room to find a dirty storage room with a tunnel running out of the back. Chiseled from the sandstone beneath Sandpoint, the tunnel is obviously very old. It runs for almost 1,800 feet, twisting and turning before ending in a solid wall.

After that point, you travelled a further unspecified distance, and have no idea what may or may not be above you. Frankly, I was curious and began trying to piece it together myself from the GM side of it with the maps and descriptions, and I don't have a clue either. Some of it is a bit contradictory and the rest vague.. I cant tell if this area is under the city, under the wilds just east of the city, or under the ocean to the west.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Deep in "Where the he heck are we" territory!


|Ruins |WBGoblins|RotRL| Emerald Spire|

Ok guys (and/or galls). I misread my timeline, and we are in a bit of a fix. I was looking over some of the creature stats in this and several near fights and realized that they are grossly overpowered for a first level group, even pulling punches. The reason for this is that I screwed up, and yall were supposed to level before this dungeon, and again after it. We can go at this in a couple of ways.. these are the two option I have right off the top of my head.

1) Hit pause, level up, and continue on as per normal
2) Continue through this dungeon then level up to three

What say you? Any discussion is encouraged, and I sincerely apologize for my oversight. I wanted to call this out and have yalls opinions on this, as I really feel some of the upcoming, and indeed the current fight, are beyond the abilities of your characters and would feel absolutely terrible if something happened because I messed up.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

I say pause and level up. The extra HP and spell slot won't break my heart in the least.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I would prefer the Pause and Level up, it would feel more natural than level up double.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Let's go ahead and level up. Let us know here when you are finished, and we will restart this fight with the first round actions when everyone is done.

-Posted with Wayfinder


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Ready when everyone else is.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Just leveling up now, what is the rule for HP?


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

I assumed Pathfinder Society style. If I assumed incorrectly, just let me know.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I believe I am done, just let me know if there is anything you don't understand or if I have forgotten anything.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Hey guys, sounds good...sorry I missed this discussion a bit...but agree, level up now...and I am sorry but that will take me a bit of time late this evening at earliest. Will try to get that done before midnight PST so we can move forward.

If there are questions, I will ping folks here. Again sorry for missing this discussion...back to the office.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Just back from camping this weekend, leveling to 2 and then will continue!

EDIT: All updated!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Got mine updated. DD - so one of the things I have now is a discovery - something I learned. I choose "explosive bomb" so, with the three that I made already...could we roll a d100 with each of the bombs used and if less than 33% that bomb is the discovered explosive bomb??

Also rolled on [url]http://orokos.com/roll/417921[/url] for HP and just took that roll...not the best, but let's go with that.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Sorry guys, today was my two year wedding anniversary, so wifey took priority.
For hp: take half +1, + con modifier, and don't forget your favored class bonuses!
For the discovery, seeing as how I screwed up, and you should have leveled before those bombs were made, they can be anything you wish. Hope to have everything a go tomorrow, but next post won't be until evening central time, as I have a clinical day tomorrow.

-Posted with Wayfinder


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Adjustment made to the HPs, and I think we should go with a 50-50 option as the explosive bombs is a "discovery" - so trying to play out the, oh I tried something a bit different.

Also realized that I can in the future make potions in addition to bombs. Learning always learning...


|Ruins |WBGoblins|RotRL| Emerald Spire|

Well, good news is that not everyone gets hit, Volkar. Second bit of good news is that the flying thing you were aiming at is within the splash damage range. Bad news is that you are as well.

Going forward, you may choose what you are throwing.. you don't have to leave it to the dice. As the maker of these things, you would know which is which and decide what to throw based upon what you need. Deciding you had 50/50 was a good idea and can be RP'd nicely, but a character would know which ones he had "tried something different with".

I did adjust the desired target a bit to fit with the closest intersection to the enemy, logically the one you would have been aiming at, and had you hit, you would have splashed both enemies without hitting any allies.

Remember that when taking the AC 5 route, that you are aiming for an intersection on the map, not a particular map square as indicated by the original placement of your marker.

Lastly, good play, horrible dice, man!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

DevilDoc, totally get the logic, I just felt that since the discovery occurred after we had left as a result of the level up, I felt, ok, discovery, how would that play out - oh try this...BOOM...just didn't think I would roll that flipping terrible...but I also learned a lot about the process. Intersection, not square ok.

Since Kierra had purchased all of the "stuff" I also did't take a "let's do a heal potion before this" route...as we didn't talk about distributing those things when we started into the dungeon.

Off to tour an 1890s Victorian mansion in Seattle, last part of the Bday celebration I have been having for the week. Will check in on the ferry ride. Yea, terrible dice role...and OH ANDREZI - MEDIC ON THE STAIRS


|Ruins |WBGoblins|RotRL| Emerald Spire|

Have fun on your trip, and happy birthday, man!

-Posted with Wayfinder


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I was under the impression that I only purchased the wizard stuff, and Andrezi bought the healing stuff.

If I am the one carrying the healing stuff then my turn will be to move to Volkar to try to help him. If not, I'm heading to Daelric so I can put magic weapon on his weapon.


|Ruins |WBGoblins|RotRL| Emerald Spire|

You are correct, Kiera. You bought the wizard stuff, and Andrezi visited Father Zantus, and to my knowledge, no one shared anything out among the party.

-Posted with Wayfinder


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Daelric, what reenactment? Time period? I don't do that, but have attended various ones usually Civil War or AmRev war period when back east or occassionally here in the PNW.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

This weekend was the Battle of Sandwich. The French invaded Kent in the 1600's and slew the mayor. We were re-enacting that massacre and the skirmish the English mounted to drive back the French.

I mainly do the Battle of the Roses though.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Wow...wow...how flipping cool...if there are links to photos that would be awesome...we don't have that early of a period really here for that. How cool


|Ruins |WBGoblins|RotRL| Emerald Spire|

I agree with Volkar. About all we have around here are civil war reenactments, and those.. well.. its cool and all, but even as a history buff, its not exactly my cup of tea. Pics or it didnt happen! lol


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I didn't take my camera with me, but am asking around for anyone with pictures that include me armoured up. If not I may be able to send one without me in.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Ok, Daelric raised a question, and I think it needs me to et a bit of guidance.

[url]http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo--- alchemist-discoveries/explosive-bomb [/url]

So that describes the bomb itself.

When I read through the rules, and our discussion earlier, hitting a target is an option, but she is flying about, so hitting an area where the explosion would radiate would be another option and then radiate the damage ten feet outward. Or, at least that was my thinking. There is a reflex save for 1/2 damage regardless of whether the person is the target or in the radius of the bomb.

So, what are your thoughts, folks? The clarification is a good one, and still learning this aspect of the rules.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Well... This does pose a bit of a conundrum. The rules state a 10ft splash "outward", so theoretically, the thing is within the splash range, as these things are *generally* handled as 10ft cubes. I can find nothing that either supports nor contradicts this instance specifically though.

In addition, Daelric is correct.. the cask must break against something, and although once again there is nothing directly stipulating that a cask cannot break against water, I am not really one for completely breaking physics, even in a fantasy game, and we are talking about a wood and metal cask here not blown glass or some other extremely fragile substance.

On the other hand though, the description of the room states that "In the center of the room is a large pool, a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection." This is precisely where your marker resides.. on the edge of the inner circle on the map.

With this last bit of information in place, I am going to rule that your throw hit the fence, shattering the cask on impact and allow for the 10 ft cube.

Does that sound fair to everyone? Any other views or opinions?


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

SOLD


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Works for Volkar! I appreciate the discussion, as the issue of bombs/grenades has been one years ago that was equally difficult in a game back then. So, really liked the discussion here.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Glad to have you back Daelric! I was starting to get worried!

Also, purely as an OOC side note, we are almost finished with book one! I know that the journey thus far has been very combat intensive, and that leads to my reasons for this post. After we clear this dungeon, there is a bit of a slow down, and we don't necessarily have the same time crunch before we ramp up for the home stretch.

In retrospect, I kind of pushed things a little too hard coming into this dungeon, and should have made allowances for at least a rest prior to entering the catacombs. That being said, I also do not want to lose the amazing momentum that we have had thus far. In my experience, it is highly unusual for a PbP group to maintain this level of consistency and cohesion for this long.

Sooo.... a couple of questions for the group. You may answer here or in PM if you prefer, but I would like a response from everyone, please.

1) Please offer any critiques, suggestions, observations, or comments about myself as a GM. Anything that you would like to see more of/ less of, anything you care to say at all. Please! This is the only way I can get better as a GM, and keep yall interested! *Daelric, I know your DR is on this list.. My fault completely!

2) As far as in character game is concerned, is there anything you would like to see more of or less of? I realize you have not had too much time to check out the town.. what do you want to see? Is this even still important to your characters?
Volkar: Looking for evidence of his family/clan
Daelric: Looking for your father/ news of the clan
Kiera: ??
Andrezi: ??

3) How committed are you, as a player, to continuing on to the second book?

As long as we have a cohesive group and keep things going, I will commit to being your GM, even if it means finishing all six books! I also intend to provide PFS Chronicle sheets as we reach those milestones. At such times, I will ask for your info, and will post those links here.

I have recently had to cut back a great deal on my gaming, but one thing I did not consider for a moment was abandoning yall. You have been great about allowing time for my studies, and staying with me despite mistakes and blunders. For that, I would like to give a very deep and heartfelt thanks. I very much enjoy this group, and look forward to everything yet to come.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7
GM DevilDoc wrote:

Glad to have you back Daelric! I was starting to get worried!

Also, purely as an OOC side note, we are almost finished with book one! I know that the journey thus far has been very combat intensive, and that leads to my reasons for this post. After we clear this dungeon, there is a bit of a slow down, and we don't necessarily have the same time crunch before we ramp up for the home stretch.

In retrospect, I kind of pushed things a little too hard coming into this dungeon, and should have made allowances for at least a rest prior to entering the catacombs. That being said, I also do not want to lose the amazing momentum that we have had thus far. In my experience, it is highly unusual for a PbP group to maintain this level of consistency and cohesion for this long.

Sooo.... a couple of questions for the group. You may answer here or in PM if you prefer, but I would like a response from everyone, please.

1) Please offer any critiques, suggestions, observations, or comments about myself as a GM. Anything that you would like to see more of/ less of, anything you care to say at all. Please! This is the only way I can get better as a GM, and keep yall interested! *Daelric, I know your DR is on this list.. My fault completely!

The game has been running well. The dungeon crawl aspect of any PbP can bog things down, particularly around the roleplaying aspect of a game, but I believe you've handled it well.

GM DevilDoc wrote:

2) As far as in character game is concerned, is there anything you would like to see more of or less of? I realize you have not had too much time to check out the town.. what do you want to see? Is this even still important to your characters?

Volkar: Looking for evidence of his family/clan
Daelric: Looking for your father/ news of the clan
Kiera: ??
Andrezi: ??

Andrezi in being a Varisian Pilgrim is, by definition, a bit of a wanderer and his happy to be along for the ride, so to speak. As the plot advances, he may find something more to catch his interests.

GM DevilDoc wrote:

3) How committed are you, as a player, to continuing on to the second book?

As long as we have a cohesive group and keep things going, I will commit to being your GM, even if it means finishing all six books! I also intend to provide PFS Chronicle sheets as we reach those milestones. At such times, I will ask for your info, and will post those links here.

As long as the game keeps moving along, I'll be here.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I think you have done a brilliant job thus far and have keep me entertained the whole time. As for the DR, it is easy to overlook it every now and then when you have a lot of other things to worry about as well.

Finding my father is still on the top of my priority list, but if we have to venture away from Sandpoint at all, all that would be needed is for someone to say "How about checking at ??? as it is larger than here so people may have heard or seen something".

As for continuing the game, I am definitely interested in keeping it going. Somehow Daelric has become one of the best at dealing out melee damage, which was not the original intention. He was very much a Defense is the best offence kind of guy.

Oh and a word of warning, I shall be away form all internet from Friday the 26th of August to Monday the 29th of August. I have another reenactment festival, but I shall try to sign on with my phone in the evenings. But cannot guarantee anything.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Andrezi: I don't think that keeping the game moving will be a problem, and I will do my best to keep you interested. If you wouldn't mind, could you PM me some ideas for things that would attract your eye?

Daelric: Thank you! I will do my best to incorporate some of your and Volkars back story searches into things as we include more of the town/ environs. As for your trip, be safe, and good luck!


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Story-wise, Kiera's motivations are loosely based around her love of scholarship. She enjoys studying history and discovering things. The discovery of this complex of Thassilonian ruins around Sandpoint is very exciting (though she's less fond of the danger). Also, connecting with Daelric's story, Kiera is originally from Magnimar before she moved to Sandpoint, so if we need to go to the "big city," she can help out there.

Game mechanically, Kiera is gonna need some downtime and money to make scrolls. One of the assumptions baked in with wizards is that you will make tons of scrolls so that you have extra spells when you really need them. Right now I'm hurting because the exploiter wizard has a very low amount of spells prepared, so I keep running out of useful magic (as seen during the fight with the demon-thing, when I had basically nothing that I could do).

At level 3 I am planning to take Craft Wondrous Item, is that ok with you DM?


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I am more than happy to have some downtime for you to create your scrolls. Anything to make things a bit easier for us.


|Ruins |WBGoblins|RotRL| Emerald Spire|

I feel that these AP's were written so as to take full advantage of the rules, not just Society stipulations. Otherwise, why would they have added in the chronicle sheet that can be applied to any other character within the Society? So with that in mind, go for it Kiera... and to a point, Volkar. My only conditions on crafting are: it must have reference in a Paizo rule book (no 3rd party stuff), we follow the recipes provided in said rule book to include time, money, and resources exactly, and no actively trying to break the game. I have very little to worry about the last with yall, I think, but it had to be said. If you find something you really want and it contradicts with one of the three rules above (most likely the first one) let me know, and we can talk about it.

Got some stuff this afternoon, but afterwards, I will move along in gameplay.

Volkar and Kiera: Anything further to add to my question/discussion post?


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Hey folks, sorry, playing catch up as it has been one of the crazier couple of weeks for me.

So, crafting - totally get it. Here is what I am using as a reference. Now one aspect of that is bomb building and this was the paragraph I am focusing in on

In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

[url]http://www.d20pfsrd.com/classes/base-classes/alchemist[/url]

So, I probably cannot make any more catalysts until we clear this catacomb

Now as to the game

DD - YOU ROCK. This has been a lot of fun. I play on four different PbP and this is absolutely amazing. I think you are doing a heck of job. I really enjoy the team we have - SO SIGN ME UP FOR BOOK TWO!!

1) Please offer any critiques, suggestions, observations, or comments about myself as a GM. Anything that you would like to see more of/ less of, anything you care to say at all. Please! This is the only way I can get better as a GM, and keep yall interested! *Daelric, I know your DR is on this list.. My fault completely!

==> Dungeon aspects are running pretty smooth I feel. Quickly understanding the roles - and how things may play out is interesting to see.

2) As far as in character game is concerned, is there anything you would like to see more of or less of? I realize you have not had too much time to check out the town.. what do you want to see? Is this even still important to your characters?
Volkar: Looking for evidence of his family/clan
Daelric: Looking for your father/ news of the clan
Kiera: ??
Andrezi: ??

==>Volkar would like both the evidence of his clan, but also what is going on with the puzzle beneath Sandpoint. Also, are you thinking of incorporating the Down Time rules that are available or just developing from the city's info?

3) How committed are you, as a player, to continuing on to the second book?

UM HECK YEA!!!


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Well, I just need to figure out where Kiera can actually do item crafting. It requires a stocked lab to do so, so she'd have to either buy a house in Sandpoint (ridiculously expensive) or convince one of the local wizards to let her "borrow" their lab (ridiculous concept on the face of it). Scrolls can maybe be made while staying in a room at an inn... but wondrous items seem unlikely.

My goal with making wondrous items, incidentally, is just to help shore up the party's general defenses and utility, not to make crazy custom items that are designed to break the system. Like, "Oh, we still need a Cloak of Resistance for Volkar, I can just make one."


|Ruins |WBGoblins|RotRL| Emerald Spire|

Kiera: Considering that you are the "Heroes of Sandpoint", I believe that something may be able to be arranged. Let me do some reading on it, and we will see. Without giving out too much information, we will be moving on to Magnimar after a while, but I have not read deep enough to see how long we will be there, or what stability there will be after that.

Volkar: I would not ever restrict something that your class gives you, and indeed, is a large part of your character. The way I read that, is that you must prepare bombs each morning, utilizing chemicals and ingredients included in your alchemist kit. As far as I am concerned, mechanically, you tell me that you prepared your bombs and then thats it. Whatever flavors you add beyond that are your own. However, as with Kiera, a portable or stationary alchemy lab could allow you to create a great number of things, providing the company with useful tools.

As for the downtime rules, I will have to investigate that and see what all that entails.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Volkar, just so you know, I just spent the last two days searching the PRD and every resource or messageboard I could locate in an attempt to save you! I did not realize before this action that Father Zantus us unable to cast lvl 3 spells.. ie remove disease.

Before you get too worried though.. I DID eventually find a solution for you!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Well, I didn't see that one coming...had to look up the nasty little creature...oh, boy...this is going to get interesting!


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Yeah, OOC I know that Zantus is a 4th level cleric, so we will need someone else to cast remove disease - possibly a druid or high-level ranger.


|Ruins |WBGoblins|RotRL| Emerald Spire|

I had read that Zantus is a 4th level, and looked up remove disease and saw that it was third level and just figured "ahh it will be fine. Its not listed on his spells, but I can improvise.." So I made the move. Then I got deeper into it and realized that "nope.. no third lvl spells for you!" So I went scrambling, horrified that I had just killed my first PC. lol, thanks to some good reading I have it figured out though.. as long as the dice are with us!

Volkar: I don't know how much PFS you play, but if you think thats nasty, stay away from Mists of Mwangi!!!

Kiera: As far as I could find, there are no spell casters in the area that are higher than lvl 4, and Magnimar is too far away.. those were my first thoughts!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Well, we can do the light spell, keep the other at bay, appeal to the Rusty Dragon for help.

Been playing for about a year. Pbp and a monthly Dads game. Ok, avoid mists and bat winged heads that scream.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Hopefully someone has a scroll of remove disease that we can buy. Or maybe a traveling paladin who can do it by touch. Who knows?!? The adventure will be in finding out!


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Level 3!

Wizard (Exploiter) 3

+1 Fort & Ref saves
+6 hit points (4 hit die, +1 Con, +1 favored class)

New spells: 2nd-acid arrow, glitterdust

Skills:
+1 Craft (alchemy)
+1 Knowledge (arcana)
+1 Knowledge (dungeoneering)
+1 Knowledge (local)
+1 Knowledge (nature)
+1 Perception
+1 Spellcraft
+1 Knowledge (nobility)
+1 Linguistics - Learned Abyssal

Maximum arcane reservoir increased to 6

Feat: Craft Wondrous Item

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