GM Arkwright's Enduring Rise of the Runelords (Inactive)

Game Master Arkwright

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Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Yep, that would be useful. There's a lot of reasons why a raven could be with an adventuring group. A familiar for one. And with the assortment of pseudodragons you have, it doesn't seem that unusual to have a talking bird. Familiar ravens do have the ability to speak. Isme would prefer people to assume what they will, but it's fine if either of you think it would be necessary or to friends. Isme wouldn't like it but she wouldn't complain about it either. I'd say if you introduce Isme, why not introduce Array and Glimmer as well? It would be polite.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

That's what I did. :)


Male Human, (Current buffs:.) Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

I think that's a fair assumption. Wyam would basically tell them what's been going on, why they're going to Hook Mountain and to Fort Rannick, tell them of the strange warning from the Oracle the Mayor said and make sure they were ready to join.


Reynard, how much do you know about Rise of the Runelords? How much do you want us to recap?


Male Human, (Current buffs:.) Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

Okay! So we appear to be in the middle of a town just packed with cultists or some sort of followers of the Sihedron runes.

So, question DM. How subtle or not subtle is Detect Evil? Is it a tiny white light in the eyes, or do I have to be proclaiming aloud about showing your true evils while upholding my holy symbol? I normally don't mind either way but in this case I'd really like it to be subtle.


The spell is reasonably obvious; but luckily you're a Paladin who gets it as a supernatural ability, so it has no visible or audible components. Nearly impossible to spot.


Male Human, (Current buffs:.) Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

So Wyam is going to surreptitiously start wandering around town scoping folks out. Specifically he's looking more for people with aura's but if the majority of the population is detecting as Evil then he's going to get worried.


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision
GM Arkwright wrote:
Reynard, how much do you know about Rise of the Runelords? How much do you want us to recap?

I've been reading from page 1, am at the attack on Thistletop now. Not a whole lot more than that.


If you're happy to read through, go ahead. Otherwise, happy to recap for you.


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

I'll keep reading.


Fellas, I would remind you that people with the sihedron rune carved on their body historically haven't been your enemies; they've been their victims. The people Aldern murdered, the people Xanesha murdered. Quite reasonable to think that they might've changed things, but by this point it seems this other possibility should be realized by your characters.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Oh, damn, I just realized I can afford the Greater Hat of Disguise with just a bit more money. I have almost 11,000 gp from the gold saved up from our previous adventures and the 6,000 gp given to us by the mayor. How much did we get from selling the loot from Xanesha?

And I think we should sell the scarecrow golem and get some gold out of it too.

With the additional gold from that, I'd like for Isme to have acquired the Greater Hat of Disguise in Magnimar, if that's possible.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

I love the idea of selling the golem. Golems are usually super expensive, and get left behind fast as characters level up.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9
GM Arkwright wrote:
Fellas, I would remind you that people with the sihedron rune carved on their body historically haven't been your enemies; they've been their victims. The people Aldern murdered, the people Xanesha murdered. Quite reasonable to think that they might've changed things, but by this point it seems this other possibility should be realized by your characters.

Thanks of that reminder. We know the cult uses mind control. We should scan for any enchantments.

I'm pretty busy this weekend, but tomorrow if no one else has done it, I'll do some magical detections.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Hmm. Kind of wish I put Isme's headband points into Bluff instead of Diplomacy. She'd get more use out of it and I just saw the Bluff use of Feign Harmlessness.


The Magnimarian guard was happy to purchase a golem; it would make a fine addition to their night patrols, once properly conditioned.

1,500gp to everyone, including Reynard.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Awesome! This mean I can have the Greater Hat of Disguise ready?


Male Human, (Current buffs:.) Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

Not going to lie, I was kind of hoping Isme was going to shape shift right in front of Wyam and show off her new toy and then do exactly as She and Shalelu had suggested.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

And spoil the surprise? She could actually shapeshift waaay back. Like a few levels back when she picked up Alter Self. She just never used it because no appropriate situation came up and the duration was limiting. I think the only person she's showed it to at this point is Chaise.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Is she going to shape shift into Chaise?

That would be pretty amusing. The familiar adventuring in the guise of the master is something I've never seen before.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Hah! I have not thought of that before but that's pretty brilliant. If she needs to shapeshift into a man, Chaise would be an excellent guise because she knows him and how he would act. Alter Self can't shapeshift into a specific individual but can get general appearances close enough.

Isme actually prefers a more womanly and distracting form.


Huh


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

It's almost like you like us. :)


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Also, I'd advise not reading too much of that thread for us players. There's spoilers in some of the other posts. Luckily, the one I read is for stuff that we have already experienced, but there might be others about things we haven't gotten to yet.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

The haunted house I help with every year is kicking into high gear. My posting time will be extremely limited until monday. Please bot me as necessary.


Reynard, if you could add your initiative and saves to your profile bar like the rest, I'd be quite grateful.


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

I'm at work right now, but I'll try to remember to do that when I get home tonight.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Isme, that was brilliant. Well played.


Male Human, (Current buffs:.) Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

Gotta love Witches on your side. Also generally hate them on the other side. There was one game we lost one party member and very nearly lost a second due to a Witch with the slumber hex and her Barbarian husband working in tandem. Had to burn through some Hero points to get out of that fight.

It is a little sad that nearly all Witches you see these days have the same 3 hexes somewhere along their build.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

It's a pretty big design flaw that there just aren't other hexes that compete with slumber, misfortune and evil eye. If there were other options, people would take them. There just aren't. I always consider it bad design when there are options that it would clearly be foolish not to take. At that point they aren't options. They're just class features.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Pretty much! And there really isn't anything else I could do witch-wise unless I stuck to spellcasting then I'd just be better off being a wizard or something.

I've taken some other hexes but they're not seeing any use because, like you said, they can't compete with the instant shut-down of that trifecta of debilitating hexes. Also there's no reusable hex buffs for my party and instead just hex debuffs on the enemy.


Male Human, (Current buffs:.) Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

Ooof, when a 18 on a ranged touch attack doesn't hit, you know you've got problems.


Getting my wisdom teeth out, may be gone for a few days.


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

Good luck!


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Ouch. Take as much time as you need.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

With Tanglefoot Bages:

Hit = Entangled and 1/2 speed for 2d4 rounds.

Failed Save = unable to move at all.

Tanglefoot Bag rules wrote:
"When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.


Hmm, aye. Even so, his speed should cover that distance.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Take care with the teeth! And enjoy the anesthesia!


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Holiday madness is kicking my butt. I'll have a post up tonight.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Why does everyone want to go through the gas? Why not just wait for them to come to us?

Also, there's other doorways in the hall.


Why assume they're coming to you?


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Because ogres are usually sadistic, stupid and like to fight.


Male Human, (Current buffs:.) Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

I agree, except that occasionally there's perhaps an Ogre that has some sort of training or mission that says otherwise... Like the one who is trying to actively escape.


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

So, as a New Year's present the hot water heater went out at my house. I mean, sprung a fatal leak. Which I discovered because my computer desk is just through the wall, and the carpet started feeling damp under my feet. Looks like it's bad enough that, in addition to a new hot water heater, dad and I are going to need to rip all the carpet out of my bedroom, which in turn requires moving all of the furniture, etc. And I started a new job two weeks ago; been all training so far, but work is going to get serious starting next monday. All that to say, I'm going to try to hang in there, but my posting is likely to get spotty for a while.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Had that happen to me once. The hot water heater was in a closet on the second floor so we didn't figure out that it had happened until the celing in the kitchen below exploded with water. No fun fixing all that.

Good luck!


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

GM, I just did a little research into how the firing into melee rules work. Apparently with large creatures, because they take up more space than most people can threaten, the penalty can be avoided.

Here's a thread that talks about it.

As far as i can tell, if you can target a part of a creature that is in a square that is not being threatened, you can avoid the firing into melee penalty.

Do I have that right?


Huh; I never noticed that rule about large creatures.

Barring the rules for targeting specific limbs, there isn't anything in Pathfinder about targeting specific parts of an enemy apart from a few spells and the like. I'm unwilling to introduce a whole target-part system based on a small section in brackets, which to my mind is meant to be descriptive more than it is functional.

So, since again the two are right next to each other, the penalty applies.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

I think it is about cover. When something is in melee with an ally, you take penalties because you don't want to hit the ally. If you can target a part of an enemy that an ally isn't in the way of, it makes sense to me that there wouldn't be a penalty.

An archer shooting at a storm giant probably shouldn't take penalties because their halfling buddy is stabbing the giant in the foot.

It is a pretty obscure rule though. I'm fine with not using it if you don't want to. Just dock my last attack by 4.


Hmm... it makes a kind of sense. But I think I'd still rather not included it right at this moment. Maybe later, when you start frequently encountering larger creatures (I believe the next chapter is called Giants of the Storval Plateau, or something similar.)

Plus, by then you'll probably have picked up Precise Shot as part of the feat chain.

By the way, if we do end up ruling this rule, I AM going to say that each square of a large creature's frame provides cover or total cover against the others.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

I was trying to think of ways to participate in combat that didn't resort to Hexes but nope, hexes are pretty much my best bet and usually the only and most effective thing I can do, especially against a single target.

That's fine, Isme will look like she's doing nothing at all but she's really helping, you guys!

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