DM Sockmonkey's Rise of the Runelords (Inactive)

Game Master keith goudreau

Sandpoint Map
Map Link
Loot

Init:

Init
[dice=Arkus]1d20+4[/dice]
[dice=Jer]1d20+5[/dice]
[dice=Zolarus]1d20+4[/dice]
[dice=Prof]1d20+3[/dice]

Magic Items:

Minor
-Scroll, divine, Bless, 25gp
-Scroll, divine, Magic Stone, 25gp
-Scroll, arcane, Web, 150gp
-Potion, Vanish, 50gp
-Wand, Shocking Grasp, 750gp
-Weapon, +1 Short Sword
Medium
-potion, protection vs evil, 50gp
-Wand, Knock, 4500gp
-Blazing Robe, 11000gp,


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Please dot away.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Dotting.


Tiktaa, just read your rewritten background, love it!

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Dot to the deet to the datty dit dot.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

dot!

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

I tweaked my character to be the skill monkey arcane caster. He will progress the first 10 levels as a Sandman Bard archetype and the next 10 levels as an Arcane Trickster. He will still specialize in enchantments, but now he also will be a dual wield sneak attacker. Displacement will be his best friend. The bardic performance is stealing spells, dirge of doom (great combo with crushing despair spell) and putting them to sleep. He can disarm magical traps at 1st level.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

That is one of my favorite bard archetypes actually

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

It is not clear if Sandman grants Disable Device as a class skill. They replace bardic knowledge with the ability to disable magic traps, so it would seem it should be added as a class skill along with its other rogue abilities.

Liberty's Edge

Male Human Gamer 12/Game Designer 1

when i plug it into herolab, it doesn't change it to class skill but the criminal or vagabond child traits would fix that for you

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

The Arcane Trickster grants it so I would hate to waste a trait for it, but I wouldn't get it until 11th level. Darn it. Thanks for checking. I may burn a feat for skill focus or deft hands.


Decisions, decisions :-)


OK

Here is one more change I want you all to make to your characters.

Add the Toughness feat.

There is no way to doctor the rolls and hopefully everyone is in this for the long-run. Also the first 3 HD are maxed out (no roll), after that we are going to roll (one reroll if it is a "1" per level). This is how I run my IRL game and it works well. I also don't feel bad when the dice start beating you down like an enraged gorilla.

There is a spoiler button at the top of the page that says magic items, with reading the ROTR book every month those items change (3d4 minor, 1d6 medium), and healing items are always available. So keep an eye on it. minor: 3d4 ⇒ (3, 1, 2) = 6 medium: 1d6 ⇒ 3

Lets keep ALL out of game comments on this thread and gameplay in the gameplay. With that said lets jump right in!

Toughness:
Toughness

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).


1 person marked this as a favorite.
prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

Thanks for the invite! I look forward to a (hopefully) long career of adventure.


Gameplay thread is open!

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

!!


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

I made a couple of changes to Azoth's gear. Added Toughness Feat.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Toughness will be a life saver. Thank you. I made final changes to avoid replicating skills and strengths of my new party members including expanded background. It appears we have a well rounded group with a wizard, paladin, shaman and bard-rogue. We also a have a good mix of alignments/personalities with LG, LN, NG and CG. As the only chaotic character of the bunch, I'd better be excellent at hiding my lawbreaking behavior especially from the paladin.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Please pardon my limited responses this week.
At a conference in Vegas.

I'm afraid if I post it might be a bit "off kilter" or unintelligible.

I'll give my best when I can........


Tiktaa Slow Burn wrote:

Please pardon my limited responses this week.

At a conference in Vegas.

I'm afraid if I post it might be a bit "off kilter" or unintelligible.

I'll give my best when I can........

Thats fine. Remember you are at a party in Sandpoint, Tiktss can do some drinking and your posts will make sense ;-).

Have Fun in Vegas!

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

HA!
Thank you.


prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

Oooooo. I just looked under the magic items spoiler for what is available in Sandpoint. A burning robes! Master GM, let Thim know when he sees that so he can at least salivate over it. Sigh, there is no chance of affording that any time soon. Ms. Slow Burn and I can stare at it together. It will be a moment.


@ Zolarus, just read up on the hagfish competition on the boards since there are no official rules for it. LOL, have fun.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

I put it in my background, since I took the campaign trait to help with my pathetic fort saves. We could just roll it, RP it or it could be a running joke in campaign. "Sorry Z, but they postponed Hagfish ANOTHER week. However, you can purchase some more training components until then. A pound of three day old fishheads are available for one copper piece!"


LOL

Check this hagfish video out

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Yuck! I can't image getting the taste of Hagfish out of your mouth without some serious magical mitigation.


I do not want to rush any RP, will be posting the end of the festival later tonight to give you guys some time.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

I am open to suggestions for a fair method to distribute magic items. One method is to treat it similar to initiative. If you "delay" your initiative, you pass the item to the next in the initiative order until you want the next magical item. When more than one person delays, the first delayer has priority.

For example, four items (W,X,Y,Z) for four people. Consumables less than 1,000 gp do not count towards your selection and distributed by group need. Using a 1d10, lowest number has first pick. "A" designates number of magical items previously picked. The further down the alphabet means more items that player has. Alphabetically goes first followed by numeric initiative order.

Zolarus rolls A1 (A=no items selected)
Azoth A3
Thim A7
Tiktaa A9

Zolarus picks item W. Azoth delays. Tiktaa picks item X. Thim picks Y. Azoth continue to delay leaving the last item for the others. Zolarus delays and Tiktaa chooses item Z (she also has X). The new initiative order is:

Azoth A3 (A=no items selected)
Zolarus B1 (B=one item selected)
Thim B9
Tiktaa C7 (C=two items selected)

Two new items appear. Azoth claims both of them with the first pick (A3) and third pick (B3) as Zolarus delays. Remember, those with less magical items designated alphabetically go first followed by numeric initiative order. After Azoth claims both items, here is the new order:

Zolarus B1 (B=one item selected)
Thim B9
Azoth C3 (C=two items selected)
Tiktaa C7

Initiative is only rolled once. Any items not picked are sold and the funds are evenly split. I hope this makes sense and helps evenly distribute the future magical items. Please keep in mind that those lower in the initiative order after 1 magical item is received usually means they are using it longer. In this example, Tiktaa has last pick, but she had two items from the beginning loot drop.


prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

GM,

How sould we handle actions for familiars, companions, etc. Do you want a seperate initiative and post for them or should they act as part of the PC's intiative and post?


prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

As for divvying up the loot, Zolarus, that seems a bit complicated. In the games I've played, we usually just sent magic loot to the character of best fit, or who could make best use of it. If there was a conflict we diced off, or the last one to get a cool magic item got next pick. I'd prefer to keep it informal until and unless there is an issue for a formal procedure.

But on a simular note, my group also set aside a share of the cash for consumables. Money for the cleric to make or to buy CLW wands or scrolls or potions, or the wizard to write up extra scrolls for emergencies. General things that help to serve the party as a whole. I found that characters are more willing to use consumables if they don't think it will put them too far behind wealth per level compared to their fellows. How do people feel about putting this, and if they like the idea, how much?


V'Thamuus 'Thim' Diwanimi wrote:

GM,

How sould we handle actions for familiars, companions, etc. Do you want a seperate initiative and post for them or should they act as part of the PC's intiative and post?

Lets keep them on the PC init for simplicity.

Also to note, in the current encounter there are swarms of goblins taking over the town. However the party is only responsible for the encounters that are presented to them. Much like "Among the Living" with the zombies.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Back!
I'm alive and much worse for wear yet recovering with...dignity!

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

I made my method sound much more complicated than it is. It is just an easy way to count your items and keep it balanced. For example, at 9th level, I can see that Zolarus is an "M1" and Thim is a "G2", so naturally he should get additional picks on items that are beneficial to multiple players in order to catch up.

Just to be clear, role-playing and pace of a campaign is much more important to me than loot distribution. I am fine with sending loot to the character with the best fit and roll offs with multiple interested players.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

I agree with both, it should be simple.

I am the "chronicler" with another campaign and am using a system similar to what Thim describes. I track with an excel spreadsheet.

Distribution based upon need vs. greed and monies being divided up equally. If you can use it to help the adventure, it's yours for free (need). If you just want it (greed), buy it by subtracting from the gold total.

When it comes down to more than one person wanting (need or greed) they roll 1d10 for it.

I like Zolarus' alpha-numerical system too. It removes the overly greedy situation or perception there of.


prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

I suppose that the method is unimportant so long as everyone's perception is that loot is divided fairly. I just saw the process and thought "I really don't want to keep track of that!" I teach algebra and statistics to high schoolers as a day job, and I want to keep as far from spreadsheets and complex formulas in my fun-time as possible. If someone volunteers to keep track, go for it. If I have to keep track, even if just for myself, I would realy like to keep it informal.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

I myselff am impartial to the loot system wwee us, as long as we have someone who wants to keep track.

-Posted with Wayfinder

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

wwee us? I am not familiar with it unless it was an autocorrect.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Lol, I got a new tablet and bought a Bluetooth keyboard for it... its fantastic, but a little shorter than I'm used to... which makes the keys in the "wrong" spot... it should have said "we use"

-Posted with Wayfinder


Fixed the links on google drive. If they still do not work let me know.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Thim, where did you find the force missile mage? I have a character idea for another campaign that I would be interested in using that in.


prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1
Azoth the Warrior wrote:
Thim, where did you find the force missile mage? I have a character idea for another campaign that I would be interested in using that in.

It was in the best of Dragon Magazine published by Paizo before Pathfinder was released. I adapted it somewhat to better fit with the Pathfinder ruleset. I have been wanting to try a magic missile mage ever since I first saw it. It's not very powerful, but what player of a wizard doesn't LOVE magic missile.


Map is updated. It is ghetto but it works.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

I actually have ann arcanist that is fairly similar to that build... when you couple it with toppling spell, it is a lot of fun!


prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

Yes. . . That is my level 3 feat. I have delicious plans for third level. Oh the fiery wrath that will fall on our enemies!


I adjusted the map so everyone can move there minis. Sorry still learning google drive, if it happens agin let me know so I can fix it quick.

Thim you are up.


Gentle reminder, if you are firing into combat (spell, bow, etc...) remember to add the -4 in unless you have precise shot (or some other ability that negates the penalty). Otherwise you may be hitting party members.


prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

I do most of my posting from my phone and ipad. Unfortunately the google map appears, but I can't edit.


@Tiktaa technically you are fine, I had you cast produce flame on the first encounter and it lasts for one minute. So you are throwing flame correctly.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

@MrDMSockmonkeysir, Thanks! That makes sense, Produce flame lasting for one min per level. Any thoughts on Flaming, for future reference...


Run it as is, flaming weapons are ALWAYS fun.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Sweet

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