Rise of the Runelords Group #1 - adopted by DM Dr Evil (Inactive)

Game Master DM DoctorEvil

Tunnels Under Sandpoint map


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Discussion is up


Sorry, I've been quite busy lately....


Male Dwarf Inquisitor 1; HP 10/11; AC 15, T 11, FF 14; CMD 14; F +4, R +1, W +5; Init +5, Per+7

Tagging the discussion thread.

It looks like MD is getting famous. At least one other AP is using in-character recruitment like we did. See here!

Very cool!

Sovereign Court

Chronicle Sheets GM Busy At Work........

That would be me.

Slaynn Timberwolf.

I like it enough to use it and since there was a call for GMs, I answered. lol


Male Dwarf Inquisitor 1; HP 10/11; AC 15, T 11, FF 14; CMD 14; F +4, R +1, W +5; Init +5, Per+7

LOL! I didn't make the connection. Very cool either way.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Hahahaha I'm glad more people are using it; I enjoyed the format a lot!

Sovereign Court

Chronicle Sheets GM Busy At Work........

It's a great concept and hopefully more will start using it. It actually makes it easy for the GM.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

lol me thinks we shocked our GM abit....we got drunk before the game even started. Now heading into likely combat as drunkards.


Male Dwarf Inquisitor 1; HP 10/11; AC 15, T 11, FF 14; CMD 14; F +4, R +1, W +5; Init +5, Per+7

Agreed, that is an unexpected twist. It is also hilarious.

If we were looking for realism, we'd get -1 to hit/+1 to saves against fear or something similar for the first few mugs.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Beer muscle. +2 strength and constitution, -2 dexterity and wisdom.

Wait ... shut up ... I'm a dex based character.


See... if it was beer, I would likely have handwaved the penalty.

HOWEVER, you all wanted to go quaff some Dwarven Ale. You guys will likely not be affected too badly.

(though this might make your characters Wish you had abstained from drinking when this is over)

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

But dwarven ale is a classic!!!


and bad for an elven constitution


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

"Pfft. He's barely an elf, anyway," Qorinae mumbles, feeling a bit nauseous. "Oh, yeah. Me."

As far as the battle goes, how should we go about it? Will there be a map? Should we just go ahead and post actions when our turn in the initiative count comes, or shall we wait for you to 'direct' the action?

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

lol I'm and Elvish Orc....ermm...Orcish Elf....doesn't come out either way....Half Elf?.....Half Orc???...That sounds worng....


Male Dwarf Inquisitor 1; HP 10/11; AC 15, T 11, FF 14; CMD 14; F +4, R +1, W +5; Init +5, Per+7

LOL, even if you knock a point off of initiative for drinking, Slaynn comes out ahead. Waiting on him to bring the smash or some clarity on how we want combat to go, from a mechanical perspective.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Have posted initative count and order saving our GM some headache. I'm gonna go comical combat for this.


I'm more of a fast and loose, cinematic GM just post actions I'll direct


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

poke

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

pokes back


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Dances.


Male Dwarf Inquisitor 1; HP 10/11; AC 15, T 11, FF 14; CMD 14; F +4, R +1, W +5; Init +5, Per+7

I'm here as well. I think MD may be a goner.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

lol. You think the turkeys got him?

Though in all seriousness, should we wait?
If so how long more?


sorry, got sent home for holidays and had no internet

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

ah. You see the turkeys were chasing him and he escaped.

Glad to have you back MD.


Tiberiu Banderosi wrote:

Ahhhh crap, forgot the whip has reach.

Concentration check: 1d20+1+3

le sigh. Tiberiu loses the spell...

Master Dungeoneer wrote:

Slaynn, your shouting gets there attention but can't frighten them

Tiberu, Quorinae and Slaynn have acted, distracting the goblins from the fallen Dwarf.

one of the goblins swipes at Tiberu
1d20+41d4+2
another flings his torch at Quorinae
1d20+5
the last, (the singing one) drops his dogslicer and draws a whip

You guys are up, the 3rd goblin is using a reach weapon

uhhhhhhhh............


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

I know--not your fault at all, I literally just forgot. Although I also have to admit I'm having a really hard time visualizing this map...I had no idea I'd be in range of the whip if I shifted a square away.

((Also, I'm still adjusting to PF rules from DnD 4e, where reach weapons only get AoO if they have a special skill...but mostly I just forgot. :P))

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|
Master Dungeoneer wrote:


The Goblin screeches in utter agony, withdrawing seventy feet.

The shot goblin dies...

The other three goblins move forward, screeching

Ach the fiend.....How am I going to land that hit now...


it got banged up badly... it's not coming close....

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|
Master Dungeoneer wrote:


[SLAYNN... Quit using Dice=]

we use {ooc}Attack with Rage{/ooc}{dice}1d20+6;1d6+7{/dice}

Noted.

Like this?

Slaynn screams like the banshee, grabbing a guitar from who knows where and then attempting to strum it. 1d20 ⇒ 19


Yes. Thank you


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Excellent guitar roll, by the way. :P

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Slaynn broke the guitar. He'll tell you he meant to do that.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

I hope nobody minds that Q has (d)evolved into a vain idiot. I'm not quite sure how that happened, but it's amusing me.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Poke?


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

From the looks of it, we're minus a GM.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

oh oh?


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Does seem that way...and honestly I'm not sure what's next.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

I kinda like this group so I could take over this if everyone is fine. My posting wouldn't be that quick on weekends though.


Male Dwarf Inquisitor 1; HP 10/11; AC 15, T 11, FF 14; CMD 14; F +4, R +1, W +5; Init +5, Per+7

Checking in here.

Slaynn, if you want to give it a go, I'm happy to see how that works. It looks like the choices are that or we fold.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

I like this group as well. If you're up for it, Slaynn, that'd be great.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

I'm going to PM MD and see what's wrong unless someone has already done it.

I could also put this up on the boards and see if anybody else wants to take over.

Failing that, I'll take over.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

I'd be happy to continue if we manage to find someone (you or otherwise) to take over!


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

I think you've got the right order, Slaynn.

PM MD, give it a day or two, then try to find a replacement. Failing that, you can GM, though it sucks that you won't get to play....

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Pm Sent giving MD another day or so to respond before I post in recruitment.

It's being so long since I ran this particular AP about 2 years or so. I hope I do this justice if I do happen to take over.


Slaynn take it away.. college is too much to juggle dm'ing.... maybe one day I'll return and find you prospering

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

I'll post it up in the recruitment thread. I'll give it say a week if no one else takes it up I will. This group is too good to just let go. That week will give me time to read up as well

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Hooray!

We may have a taker

Gm Recruitment thread


Male Dwarf Inquisitor 1; HP 10/11; AC 15, T 11, FF 14; CMD 14; F +4, R +1, W +5; Init +5, Per+7

I read few a few pages of another RotRL thread that was started by the good doctor. He posts regularly, uses maps, and generally seems like a fun guy.

I think he looks like a fun guy. Thumbs up here!


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

He looks good to me!

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