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

Game Master Arkwright

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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, will the dragons be able to make their attack with the sack this turn?

Assuming they both make a DC 20 Fly checks, they have enough movement to move in, grab the sack, ascend, and reach the quasit.

If Wyam spends part of his action holding out the sack in a way that is conducive for them to grab, it seems like it would work, but I wanted to check with you before I posted their attacks.

If Glimmer makes the attack, it's even a possible Charge.

So, here's what I'm thinking it would look like-

Array comes up from below the balcony and grabs the sack, letting it furl out like a sail as he gets it near the quasit.

Glimmer comes charging in, grabs the edge of the sack to open it wide and they basically just fly by on either side, swallowing the annoying little summoner.

What do you think? Doable in 1 round, or do I need to wait?


Go for it.


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 damn quasit still has DR that is going to make this difficult.

The bag is waterproof though. I think I'm going to have spectrum create water into the bag. If Noro's grapple checks can keep the quasit pinned inside it and disoriented from being slammed around, I think we can just drown her. At least having to make Swim checks and grapple checks to be able to do anything might slow her down a bit.

I'm picturing trying to fight your way out of an angry washing machine. No bueno.


As Chaise observed, this particular quasit has no DR or Resistances.


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 guess spectrum missed that. good to know


And now for my most difficult task: figuring out how to explain the plot of this place to you. As the book gives no information or suggestions whatsoever on explaining to the players everything it explains. No diaries on the Quasit, no hidden NPC knowledge-regurgitator....


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

Maybe it's just something that we never get to figure out. Sometimes that happens.


Male Varisian Human Air Elementalist (Wizard) 2 / Archivist (Bard) 2 [ HP -4/20 | AC 11/11/10 | CMB +0, CMD 11 | Fort +1, Ref +4, Will +3 | Init +2; Perception +5 (+7 when familiar near) ]

Also, I'm dead! Shame that the person most likely to piece together all the knowledge is the one who can't share it.

I'll continue playing Isme for now, though what happens to familiars when spellcasters die is somewhat an open question. I have my own ideas on Isme's history that I wanted to continue, which has relevance with the current situation, but I'll wait on it.

Unless some happenstance allows for a Raise Dead or Resurrection (Reincarnate is another option), I shall have to roll a new character. I have some ideas, one of which is a woman whose purpose is to eventually resurrect 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

You know, I had some similar thoughts.

GM, I don't know what kind of downtime you planned for us after this mess, but I have a proposition-

A scroll of Awaken, including material component, is 3125 GP.

If we pool our resources, we can afford that.

Then Isme can stick around and even gain class levels. Our adventure hook for the next arc could be "find a way to bring back Chaise."

If we manage it, Isme could then become a Cohort instead of a Familiar (or Chaise could be Isme's cohort).

What do you think?


Downtime? The book has one more dungeon for you to do before you get any rest, fools!

I just PMed Chaise about basically that idea; Isme sticking around and becoming a PC. Resurrecting Chase could be an interesting adventure driver, I'll have to have a ponder.


HP 10/22 | Per +2 | CMB +7 | CMD 17, AC 20, Touch 10, Flat 20 | Fort +8, Ref +3, Will +8
Spectrum wrote:
(or Chaise could be Isme's cohort)

This... this, is pure gold, right here.


Would you fellows be interested in me implementing the Mythic Adventures rules in this game?


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

Absodamnlutely!

I've been using the mythic rules in a Wrath of the Righteous game. I've never had more fun with Pathfinder, ever.

I highly recommend them. They really do a good job of giving Martial characters some much-needed flexibility, and they give every class a resource for doing awesome things with.

I highly recommend them, especially in lower lever games. They make the game feel really epic.


Good to see you so enthusiastic. Talking with Chaise about some options, and one involved the myffic rules; I'll let you know if we decide to implement them.

So, two things.

Firstly, can we put a temporary hold on the Gameplay thread? Whatever happens with Chaise, Isme is going to need to do a few things and Chaise needs time to do those things. If we've jumped ahead a day or too since, it might be jarring.

Secondly, putting a hold on the thread should give you enough time to add your LEVELUPS to your sheet. That's right, everyone just gained two levels for completing this rather nasty dungeon. Have fun.

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

like 1 level in each class or two levels in each class?


Two levels in each class.


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

Hot damn.

Ok, that gives me something to do tonight...

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

Noro leveled up.

I just realized an ability Noro had but I never put it on her character sheet.

Noro had the ability to get a free grapple attempts whenever an enemy missed her in melee combat.


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

A little something for Noro's wish list.

Then, after you've worn it for a day you qualify for the Final Embrace feat chain, which is pretty much the win button for any grapple based character.

You could also do it with Racial Heritage Serpentfolk if you don't want to shell out 18 grand.


Excellent point, Spectrum: Loot!

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

for role playing purposes I am not to keen on the racial heritage feat. I didn't begin with it in the background and I would feel cheezy adding it in now without some reason (besides game mechanics)

however the belt does seem nice would take the place of her current belt +2


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

Spells Learned:

1st:
Blood Money
Enlarge person

2nd:
Stone Call
Invisibility
Cat's Grace
Glitterdust


Out of curiosity, given my liberal distribution of stat-boosting items, why Cat's Grace?


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Noro Kasuri wrote:
for role playing purposes I am not to keen on the racial heritage feat. I didn't begin with it in the background and I would feel cheezy adding it in now without some reason (besides game mechanics)

I pretty much agree. I tend to think of Racial Heritage less of "My great grandfather wasn't human" and more like "I want this ability for this character and I'm willing to light a feat on fire to get it." Then basically you skip a feat to gain access to something you can't normally get.

It isn't actually cheesy. It's actually the opposite. You are deliberately nerfing yourself to gain access to something thematically appropriate to your character. Cheesy, to me, is bending the rules to make yourself more powerful than you should be (paragon surge is a good example). I have yet to see an instance where any feat tax made a character more powerful.

In games I run, I usually wave most racial requirements anyway. I find them to be arbitrarily restrictive.


HP 10/22 | Per +2 | CMB +7 | CMD 17, AC 20, Touch 10, Flat 20 | Fort +8, Ref +3, Will +8
GM Arkwright wrote:
Secondly, putting a hold on the thread should give you enough time to add your LEVELUPS to your sheet. That's right, everyone just gained two levels for completing this rather nasty dungeon. Have fun.

Hot diggity, now I've really got something to look forward to accomplishing today!


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 just occurred to me that giving Isme the headband (as a harness, maybe?) would allow her to retain her ability to speak and understand languages.

Until she gets fully Awakened, I think we should give it to her.


Spectrum, Awaken won't work on Isme as she's already a Magical Beast and has a high Int score simply from being a wizard's familiar. Awaken is for animal companions.

That said, if you were assuming Isme's intelligence would fade now Chaise was dead, you're right that Awaken would bring her back to normal; but in my Golarion the light in a familiar's eyes won't dull once their master falls.


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

Yeah, that's what I was talking about. Once she stopped being a Familiar, then Awaken could be used, and until then the headband would buy us as much time as we needed to find the Awaken spell.

Sounds like that won't be needed though, which is awesome. Can't wait to see PC Isme.


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 ]

Isme could use that returning dagger. She doesn't have many attack options. :P

Except it's probably inappropriately sized (if it's Medium, that's a cumulative -4 penalty to attack rolls and she'd have to wield it two-handed), plus she doesn't have proficiency in daggers (another -4 penalty). And considering she won't be treating it as a light weapon, she can't use Weapon Finesse so no dex bonus and instead she'd have to use her pathetic strength.

...Never mind on the dagger!

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

I could teach Isme how to brawl and grapple?


So; Isme will soon be joining us as a PC. I have a little oogie-boogieness planned with her, but I have a question for you fellows. What would convince you to accept Isme as a full party member, and more importantly a party member deserving of an equal share of the wealth? Spectrum's dragons can talk but they don't get a share; Isme will have plenty of new abilities but will still be essentially the same raven.

So, what would convince you? A spooky voice vouching for her, perhaps with a display of power? Isme herself saying that a spooky voice vouched for her? A change of pelt, a magical wishy-washy feeling of fate that it is right to do this? Any other suggestions?


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 don't think any of that is necessary. Items are usually just given out to whoever can most benefit. Clearly she'd not going to be getting magic weapons, but we were already considering giving her one of the most expensive items we've come across.


We're going to have to talk about this whole "dragons don't get any treasure" thing, considering we just saved your fleshy butts...


Yes, but what about the gold? The decisions about which treasures to liquidate? It was unquestionable before that isme shared with chaise; why should she now get his share, his say? Would a demonstration of powers equal to or greater than that needed to be a full party member be satisfactory?


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

since we're determined to raise chaise eventually anyway, why don't we just give isme "Chaise's share" for keeping and use until we can bring him back.


That sounds pretty reasonable; thoughts?


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 ]

Sounds good. However, Isme can't actually carry stuff around so someone will have to lug those things.

No, really, she has Strength 2. That's 3 lbs for a light load, and can carry a maximum of 10 lbs.


Magic items automatically size themselves to the user, and mundane items for tiny people are made lighter. You should be fine. For most of it.


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 ]

That usually only works for magical garments and jewelry though. At most, I can probably bring a few scrolls, wands, and potions in a pouch.

Things like money and alchemical items will need to be with someone else. Sentimental items from Chaise (his Harrow Deck and his spellbook) will also need to be with someone else. Spectrum is a good candidate for that.

It raises the question of whether Spectrum will be getting access to all of Chaise's wizard spells in that case, however.


HP 10/22 | Per +2 | CMB +7 | CMD 17, AC 20, Touch 10, Flat 20 | Fort +8, Ref +3, Will +8
GM Arkwright wrote:
That sounds pretty reasonable; thoughts?

Makes sense to me. Plus, the material cost of Raise Dead, Regenerate, etc. would certainly be acceptable as allocation of "Isme's share". That said, the important thing is the story we all help to tell - and playing as the minion to Raise the "master" (only for the minion to be more powerful by the time it happens) is a cool story!

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

I am good as long as we can keep the player and everyone is enjoying the game.

even though Noro probably is not super fond of Isme, she will adapt.


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

What's not to love about Isme? :)

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3
Spectrum wrote:
What's not to love about Isme? :)

I think I remember Isme making fun of Noro's lisp


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
Noro Kasuri wrote:
Spectrum wrote:
What's not to love about Isme? :)
I think I remember Isme making fun of Noro's lisp

So, what's not to love about Isme? ;)


And back into the game. If you don't mind, I'll sort out the treasure hoard contents later. Everyone's up!


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 ]

Sorry for the delay in posting!

You'll see Isme is a Bard/Witch. I'll be using Bard for support and healing, Witch for battlefield control and debuffing.

If the headband hasn't been allocated to anyone, Witch Hexes having its save DC scaling with intelligence is a point in Isme's favor for having it.

Oh, and I took Blood Transcription. Can probably take a spell from Erylium. I'm sure Isme might be able to swallow more than a pint of blood with how she tore into her.


Cool. Well, if you go for it, here's Erylium's spell list.

Arcane Mark
Mage Hand
Message
Open/Close
Resistance
Guidance
Enlarge Person
Grease
Ray of Sicken
Reduce Person


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 ]

Hurrah! I'll take Reduce Person and will have to commune for 1 hour (one hour per level of the spell) and then make a spellcraft check (DC 16 = 15 + spell level) to learn it.

Spellcraft {DC 16}: 1d20 + 8 ⇒ (18) + 8 = 26

As a side note, Witches start with knowing all 0-level spells on their spell list so you don't have to list those down in the future. :D


So, just to make sure we're all on the same page with the plot.

-Tsuto organized a goblin attack on Sandpoint to feed the Sinspawn/evil s*+* underground.
-You've destroyed all the evil s$## underground, but there's still some nasty connected stuff happening at Thistlepoint, a goblin stronghold.
-Tsuto also planned a second, larger goblin attack.
-In anticipation of the larger goblin attack, Sandpoint's defenses- headed by you- are marshalling. You need to tell them what's up, get them ready, make whatever preparations you think are necessary or get someone else to do them for you.
-But, Thistletop is still a problem, so after meeting with Shalelu and the mayor you're going to head out there and f*** sh** up.

If I've missed anything or you think you have a better idea or I've misremembered something, do speak 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

No, that's pretty much the plan.

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