Revival of the Runelords

Game Master Cellion

(RotRL Handouts) | (RotRL Maps) | (RotRL Loot Log)

INIT template:
[dice=Kargas]d20+3[/dice]
[dice=Flo]d20+7[/dice]
[dice=Rig]d20+5[/dice]
[dice=Colvyn]d20+4[/dice]
[dice=Kellek]d20+2[/dice]
[dice=Guiness]d20+1[/dice]


701 to 750 of 1,052 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Undine Varisian Pilgrim 4 | HP: 35/35 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +12, Sense Motive +11; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 3+1/3+1 | Channel Positive Energy 3/3 | Bless 37/50

Including the horse/bridle/saddle, here are my buy values.

Spoiler:

24
100
50
10
200 (Heavy Horse?)
10
2
8
16
750
750
1000

Total: 2920


My sell values, as requested, are here.
Spoiler:

12
50
25
5
100 (Heavy Horse?)
5
1
4
8
375
375
500

Total: 1460

I had 315.56 gp just lying around, so here are my totals with that included:
Buy: 3235.56
Sell: 1775.56


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Thanks Floredana! I appreciate it.

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
Skills:
Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
Conditions:
Blinded
GM Cellion wrote:

@Guiness: More likely than not, I'll be giving you a budget of somewhere around 3000 gp instead of 400gp. So feel free to start thinking about what other items you might want to start with.

So, I have ~1000 gp worth of other things, then thinking the rest for the hammer. Adamantine hammer is a bit too pricey, +1 Warhammer seems a bit too plain for an ancestral weapon...Any ideas?


Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38
GM Cellion wrote:
2) RuneGM provided a staggering amount of consumables, that aren't ordinarily part of the adventure, so I'd like to to a wealth-check before we continue. Please calculate the total value of stuff your character is carrying. You don't have to be super accurate, but I need to get a feel for how much wealth you have. This should be calculated based on the sale value of items you have, not their buy cost.

500 gp. Kellek was created using the starting wealth for a PC of 2nd level and hasn't actually seen any 'real' play yet.


1 person marked this as a favorite.
BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 12/12 l 49/49hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +8 CMD20 l Atk +11 Dmg 2d4+9
Half-Orc CN Bloodrager4 l 37/37hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +8 CMD20 l Perc +7 l Darkvision 60ft l Init +3 l Spd40ft l Intimidate +11; Feint DC12

@Guiness: 3.5's Races of Stone had the "dwarvencraft" item type, which was like Masterwork for masterwork. But that doesn't do us much good. Sometimes I wish Pathfinder had Legacy items.


1 person marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Alrighty, thanks for everyone that's done their wealth review. What I've gotten from this is:

  • The party is pretty darn spread out in wealth, from the new players being far behind, to some of the original group at about the right point, to some well ahead.
  • There's a bunch of undistributed loot (a lot of consumables) that has really high value.
  • There's some custom or unique items that RuneGM added that I'm not able to price (or guess the intention behind, if it was meant to be a plot hook).

    After doing some math on my side to check how much treasure is in the adventure up until Thistletop, I think I have a handle on where you should approx. be at. Interestingly, vanilla RotRL is very stingy on valuable loot before you go to Thistletop.

    Here's what I'd like to propose:
    Each PC should redo their equipment as if they were making a new character, with a budget of 2500 gp.

    In addition, you all have free non-combat-trained horses that were given to you by Aldern. These don't count against your budget, and are currently stabled at the Rusty Dragon for free.

    This matches about where you are in level (getting close to 3rd level), and allows us to reset the loot log and not have to worry about any custom items or mystery loot. It also lets the new PCs come in on an even wealth level with the existing characters. For existing characters, this can be as easy as taking your current loot and trimming down some of the items you don't want or need. The existing characters can also keep a hold of any keepsakes, mementos, or plot-relevant items of negligible value that they've picked up so far; things like: Erylium's dress, Tsuto's journal, etc.


  • Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    @Guiness: Yeah, +1 weapon is pretty pricey. You might want to consider some of the more esoteric special materials, as you can really weave a cool story around them. Things like Elysian Bronze or Living Steel are very rare in the these parts of Golarion and would stand out as unusual.

    I'd suggest slapping one of the weapon modifications on it from Adventurer's Armory 2, that that would bump your warhammer up from a martial weapon to an exotic one and you'd need a feat to regain proficiency.


    BUFFS: none CONDITIONS: none
    RAGING:
    Rounds per Day 12/12 l 49/49hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +8 CMD20 l Atk +11 Dmg 2d4+9
    Half-Orc CN Bloodrager4 l 37/37hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +8 CMD20 l Perc +7 l Darkvision 60ft l Init +3 l Spd40ft l Intimidate +11; Feint DC12

    Sounds great!


    M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
    Magic!:
    Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

    can do

    Grand Lodge

    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded
    GM Cellion wrote:

    @Guiness: Yeah, +1 weapon is pretty pricey. You might want to consider some of the more esoteric special materials, as you can really weave a cool story around them. Things like Elysian Bronze or Living Steel are very rare in the these parts of Golarion and would stand out as unusual.

    I'd suggest slapping one of the weapon modifications on it from Adventurer's Armory 2, that that would bump your warhammer up from a martial weapon to an exotic one and you'd need a feat to regain proficiency.

    Thanks for the thoughts. I have also looked at some of the exotic “Dwarven” weapons (which Guiness is already proficient with), but they would no longer be an actual Warhammer and be Torag’s favored weapon. I think an unusual material would be some good flavor without changing from a Warhammer.

    My current thought for the ancestral Dwarven Warhammer from a priestess of Torag: a shaft of Fire-Forged steel that wraps around a shiny metal striking head of hot Siccatite. The interface would have the dark fireforged steel wrap atound the shiny siccatite with an intricate forge-related design motif. Mechanically, the fire forged steel would protect the wielder from the siccatite heat and “turbocharge” the heat damage if the weapon is exposed to hot enough fire....

    I would eventually want to enchant it to “Thundering” so it could live up to its name, “Thunderclap”.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    @Guiness: Keep in mind that...

    Special Material Rules wrote:
    If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material.

    so mechanics-wise, you'd only get the benefits (and downsides) of one of the two special materials you're talking about here.

    Though I certainly love the description and mental image of the ornate fiery warhammer!

    Grand Lodge

    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded
    GM Cellion wrote:

    @Guiness: Keep in mind that...

    Special Material Rules wrote:
    If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material.

    so mechanics-wise, you'd only get the benefits (and downsides) of one of the two special materials you're talking about here.

    Though I certainly love the description and mental image of the ornate fiery warhammer!

    In that case, I may need to do something differently...siccatite causes heat damage to the wielder unless they are insulated or resistant somehow! I’ll figure it out.


    M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
    Magic!:
    Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

    what about a heat resistant/insulated glove? there's fire resistant boots, why not gloves? or asbestos

    Grand Lodge

    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded
    Rig Veda wrote:
    what about a heat resistant/insulated glove? there's fire resistant boots, why not gloves? or asbestos

    Thanks for the thoughts. I think I have a good design and a good origin story for it...Should be very interesting. I will write it up when I get home tonight (and ensure it fits within my budget)!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    @Guiness: I know that half the fun of building a Pathfinder character is finding all the cool and unique options yourself, but I was curious what I would do in your shoes and did a bit of a search myself. Here's what I found as low level solutions:

    Spoilered in case you want to do your own search:
    Fire-forged steel armor (but not a weapon sadly) gives you Fire Resist 2, but its pricy at this level. There are relatively cheap Flame retardant outfits that give you minor fire resistance, but only for 20 rounds. The fire resistant boots are the same story: they only last for a certain number of rounds before they fall apart.

    There's also a dwarven racial trait:

    Dwarf Alternative racial trait list wrote:
    Desert Delver: Desert dwarves have adapted to the extremes of cold and heat that can suddenly occur in both the harsh deserts and the mountain tunnels around their caravan routes. Dwarves with this racial trait gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments. This replaces defensive training.

    If you want to reflavor this racial trait to better match your character's current origins, I'm OK with that, just as long as you've made an effort to justify it as part of your backstory.

    Grand Lodge

    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded
    GM Cellion wrote:

    @Guiness: I know that half the fun of building a Pathfinder character is finding all the cool and unique options yourself, but I was curious what I would do in your shoes and did a bit of a search myself. Here's what I found as low level solutions:

    ** spoiler omitted **

    I like that racial ability! It goes well with my background with a little tweaking, and it is a better thematic choice for my character than what I was thinking (my other idea is a Warhammer of Liquid Glass that has constantly shifting internal faceting in the head that looks like a lightning bolt—would eventually enchant it to “shocking”). It also would make sense why Guiness’ mother would give it to him—he could wield it without being damaged by its heat. He could also use it to do some of his metalworking without needing a forge...


    M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
    Magic!:
    Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

    ok, Rig should be ready to go. Let me know about any questions


    BUFFS: none CONDITIONS: none
    RAGING:
    Rounds per Day 12/12 l 49/49hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +8 CMD20 l Atk +11 Dmg 2d4+9
    Half-Orc CN Bloodrager4 l 37/37hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +8 CMD20 l Perc +7 l Darkvision 60ft l Init +3 l Spd40ft l Intimidate +11; Feint DC12

    My only change was to make my chain shirt masterwork and a potion of Cure Light Wounds. Otherwise ready to roll.


    Male Ratfolk Warpriest 3 / Trapper 1 | hp 28/28 | AC18 T15 FF 14 CMD 14 | Fort +7, Ref +8, Will +6 | Init +4 | Perc +9 (+3 vs traps) D.D +11 (+2 vs Traps) S.M. +2 Darkvision 60ft | Move 20 Ft
    Spoiler:
    Blessing: 4/4, Fervor 1d6 3/3 Prepared Spell : Level 0 : Create Water, Detect Magic, Light, Stabilize | Level 1 : Divine Favor, Divine Favor, Protection from Evil, Shield of Faith

    I think I got everything done ok. I wrote the price of all the gear next to it and I still have 868 gp left to spent. Thinking of a wand of cure light wounds.

    Anyway, it is late and I need to get up early for work tomorrow, so I'll post in gameplay when I get back.


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38

    Break it down!

    Weapons ~808 gp
    Armor ~3 gp
    Magic (permanent) ~610 gp
    Magic (limited use) ~931 gp
    Gear ~128 gp
    Money ~17 gp

    I am down one feat (needed to actually 'take' Scribe Scroll rather than just having it and getting the house-ruled Spell Focus).

    Grand Lodge

    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded

    Brother Guiness is ready to go!


    2 people marked this as a favorite.
    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Looks good all! I've got both handouts and maps up and running (right now they're linked on my stat line) and have refreshed myself on this part of RotRL, so I'm more or less set to go. And seems like most of you guys are in good shape as well.

    I've sent a request to Paizo for swapping campaign ownership over to me. In the past, I've seen this go pretty fast, but as I understand it, Paizo offices are getting snow (very very rare where they are) so they've been out of the office. We might be waiting a bit while they work through the backlog.

    Once that's done, I'll be able to reorganize the links up top that Peet prepared. If you guys want to start a new loot log document, feel free to give me a link to it and I'll post it up top as well.

    ----

    Even with Floredana and Colvyn still needing to finish off their build tweaks and loot repurchasing, we can absolutely get going on the adventure. Time to raid Thistletop :>


    Undine Varisian Pilgrim 4 | HP: 35/35 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +12, Sense Motive +11; Darkvision 60ft | Move [40] 50
    Tracked Resources:
    Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 3+1/3+1 | Channel Positive Energy 3/3 | Bless 37/50

    I think I'm done rebuilding! Let me know if you catch anything and I'll change it.


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38
    GM Cellion from Gameplay wrote:
    Just checking in, but it seems you're not quite settled on a plan of action yet. Feel free to take a look at each others' new inventories to check if you have enough rope for your plan.

    No rope on me. Let's just take it from the bridge! ;)

    Actually there's an idea if the goblin leaders can't get off their island they can't really attack the town now can they? We could just sit on the beach and beat back wave after wave of them trying to cross.


    Undine Varisian Pilgrim 4 | HP: 35/35 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +12, Sense Motive +11; Darkvision 60ft | Move [40] 50
    Tracked Resources:
    Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 3+1/3+1 | Channel Positive Energy 3/3 | Bless 37/50

    I get the impression that climbing is the way we want to go! I've tossed in some rope from my Cleric's kit, I assume it is 50ft like standard rope.

    Ha! Removing the bridge would probably throw those goblins through a loop! I'm not against it if that is something we want to look into.


    2 people marked this as a favorite.
    BUFFS: none CONDITIONS: none
    RAGING:
    Rounds per Day 12/12 l 49/49hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +8 CMD20 l Atk +11 Dmg 2d4+9
    Half-Orc CN Bloodrager4 l 37/37hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +8 CMD20 l Perc +7 l Darkvision 60ft l Init +3 l Spd40ft l Intimidate +11; Feint DC12

    It could be something we do to prevent any of them from escaping. "You're trapped in here with us!"


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38

    I can just imagine how that would all work out.


    M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
    Magic!:
    Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

    or we could cut the bridge down and rain fiery arrows on them until their fortress catches fire. Hmm, war of attrition is kind of an interesting idea. I figure it won't be too long before they start eating each other for survival. That might thin their numbers :)

    if we're climbing up, where do you want to put in?


    Male Ratfolk Warpriest 3 / Trapper 1 | hp 28/28 | AC18 T15 FF 14 CMD 14 | Fort +7, Ref +8, Will +6 | Init +4 | Perc +9 (+3 vs traps) D.D +11 (+2 vs Traps) S.M. +2 Darkvision 60ft | Move 20 Ft
    Spoiler:
    Blessing: 4/4, Fervor 1d6 3/3 Prepared Spell : Level 0 : Create Water, Detect Magic, Light, Stabilize | Level 1 : Divine Favor, Divine Favor, Protection from Evil, Shield of Faith

    I was thinking of something more like this.

    Grand Lodge

    2 people marked this as a favorite.
    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded

    Whatever you do, save BG from the 'Boom Hole'!


    1 person marked this as a favorite.
    Male Ratfolk Warpriest 3 / Trapper 1 | hp 28/28 | AC18 T15 FF 14 CMD 14 | Fort +7, Ref +8, Will +6 | Init +4 | Perc +9 (+3 vs traps) D.D +11 (+2 vs Traps) S.M. +2 Darkvision 60ft | Move 20 Ft
    Spoiler:
    Blessing: 4/4, Fervor 1d6 3/3 Prepared Spell : Level 0 : Create Water, Detect Magic, Light, Stabilize | Level 1 : Divine Favor, Divine Favor, Protection from Evil, Shield of Faith

    Ok, so here are my ideas.

    Plan 1

    I climb the cliff on the main land (yellow star) while the group waits a the yellow square. I cut the rope bridge and climb back down. Phasgan climb the cliff of the island with flo and she ties a rope to the loose end of the bridge. The climbing should be easier from there.

    Possible flaws. Being shot at from any goblins on the mainland from across the gap. Split the party.

    Advantage : Cut off any reinforcement from the mainland.

    Plan 2 (big green arrow)

    Climb to the vines and plant growing on the side. Tie a rope on vines and plants.

    Flaw: Vines might not support the weight.

    Advantage: Might give us some cover.

    Plan 3 (big pink arrow)

    I climb on the side and tie the rope on the wall. Group follows.

    Flaw: Anyone on the wall will see us.

    Advantage: Good anchor for the rope.

    Map

    Enter your vote now!


    1 person marked this as a favorite.
    BUFFS: none CONDITIONS: none
    RAGING:
    Rounds per Day 12/12 l 49/49hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +8 CMD20 l Atk +11 Dmg 2d4+9
    Half-Orc CN Bloodrager4 l 37/37hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +8 CMD20 l Perc +7 l Darkvision 60ft l Init +3 l Spd40ft l Intimidate +11; Feint DC12

    I think if we're at the base of the statue head we're less likely to be spotted than if we start off on the mainland side.

    We can cut the bridge from the Thistletop side of things too. Of the plans Colvyn just suggested I vote for Pink Arrow or Big Green Arrow.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Just want to say I'm loving the strategizing :>

    I have to say, each time I see this played, the party always thinks of a different approach.

    Grand Lodge

    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded

    Goblins:

    If the goblins get close to BG and try to pick him up or something, he will try to head butt them with his Dwarven Boulder Helm if he has the energy left to do it.

    ...just having fun...
    Constitution save to have any energy left to resist: 1d20 + 6 ⇒ (5) + 6 = 11
    Miss chance due to being blindfolded, high=hit: 1d100 ⇒ 71
    Helmet attack: 1d20 + 6 ⇒ (13) + 6 = 19
    Helmet damage: 1d4 + 3 ⇒ (2) + 3 = 5


    Undine Varisian Pilgrim 4 | HP: 35/35 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +12, Sense Motive +11; Darkvision 60ft | Move [40] 50
    Tracked Resources:
    Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 3+1/3+1 | Channel Positive Energy 3/3 | Bless 37/50

    Climbing up and cutting that bridge sounds like a win to me. That would be a huge hamper on any raid on Sandpoint. I'm down for that! I say Big Green arrow and we rush the bridge with every intention of cutting it away!


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38
    Brother_Guiness wrote:
    Whatever you do, save BG from the 'Boom Hole'!

    OBJECTION! Out of character knowledge. Guiness is basically Schrodinger's dwarf trapped inside a dungeon to us.

    Grand Lodge

    Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 52 (52/52) | Fort: +8, Reflex +3, Will +2 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 19 | | Melee +9 Warhammer+1: 1d8+6+1 Fire, +8 Helmet 1d4+3 (+3 Headbutt 1d4+1), Ranged +5 Thrown Hammer 1d4+3 | CMB: +7 | Character Sheet
    Skills:
    Perception +5, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +11, Survival +5, Swim +1, Soldier +5
    Conditions:
    Blinded
    Kellek Zaderan wrote:
    Brother_Guiness wrote:
    Whatever you do, save BG from the 'Boom Hole'!
    OBJECTION! Out of character knowledge. Guiness is basically Schrodinger's dwarf trapped inside a dungeon to us.

    That's why I used the '[ooc]' font color...It literally means 'out of character'.

    ;o)


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38

    #4 Using a potion of reduce person and scroll of disguise self along with arcane bond for vanish on Colvyn, Kellek and Colvyn cross the bridge. Kellek speaks Goblin so he goes small and disguised, and can then hopefully talk our way past any guards or at least keep them busy until color spray, a sleep scroll, or invisible backstabbing comes into play. The bridge secured, the rest of the party walks across.


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38
    Brother_Guiness wrote:
    Kellek Zaderan wrote:
    Brother_Guiness wrote:
    Whatever you do, save BG from the 'Boom Hole'!
    OBJECTION! Out of character knowledge. Guiness is basically Schrodinger's dwarf trapped inside a dungeon to us.

    That's why I used the '[ooc]' font color...It literally means 'out of character'.

    ;o)

    I think 'Boom Holes' are still only theoretical. That and this is the discussion thread. Everything is out of character.


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38
    Floredana Mandulescu wrote:
    Climbing up and cutting that bridge sounds like a win to me. That would be a huge hamper on any raid on Sandpoint. I'm down for that! I say Big Green arrow and we rush the bridge with every intention of cutting it away!

    Sorta there are two other tribes of goblins out there. That and we might want to use it to escape by and maybe 'Temple of Doom' some of our pursuers with on the way out.

    If folks wanna climb that's fine as well, but be warned, there might be a "My plan would have worked if you all hadn't stopped me!" in the future.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)
    Kellek Zaderan wrote:
    Floredana Mandulescu wrote:
    Climbing up and cutting that bridge sounds like a win to me. That would be a huge hamper on any raid on Sandpoint. I'm down for that! I say Big Green arrow and we rush the bridge with every intention of cutting it away!
    Sorta there are two other tribes of goblins out there.

    Yep. It's been quite a long while (in real life terms) since Shalelu dropped a lot of goblin tribe facts on you, but your characters would recall that what's on Thistletop Island is only the base of the leaders behind this operation. Isolating them on the Island might slow their plan down, but if they're not dealt with in a more permanent fashion, the raid is likely to come regardless.

    Also, I'd like to discourage any significant party splitting solely because the part of the group not currently involved in the plot ends up sitting on their hands for up to a week or more due to PbP time-scales. Not to say that you shouldn't do it if you're all convinced that's the best plan, but just be considerate of your fellow players.


    BUFFS: none CONDITIONS: none
    RAGING:
    Rounds per Day 12/12 l 49/49hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +8 CMD20 l Atk +11 Dmg 2d4+9
    Half-Orc CN Bloodrager4 l 37/37hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +8 CMD20 l Perc +7 l Darkvision 60ft l Init +3 l Spd40ft l Intimidate +11; Feint DC12

    Kargas won't want to hear it, but I'm fully prepared to get an "I toldya so!"

    Also if we climb up the bridge will still be there for Temple of Dooming! Cutting doesn't have to be our first priority, I'm sure the plan will need changing depending on the goblins' response and Thistletop's layout.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    OH BTW, I need character tokens for Kellek and Phasgan. Please paste them onto the the front page of maps and resize them to match the size of the other tokens there. Thanks.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    @Kellek: I noticed you haven't updated your character sheet yet (you still have a drawback and don't have scribe scroll), so please do so ASAP. Also, I need you to tell me what spells you're preparing for the day, because the list in your profile doesn't include vanish.

    @Flo, Colvyn: I'm going to assume that the spells prepared lists you have in your profiles are up to date unless you tell me otherwise.


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38

    I hadn't noticed drawbacks as being off limits. I'll have to see what I'm changing later tonight/small hours of the morning. Everything else should be fixed.

    Vanish is not on my list for today. I'm burning my arcane bond to cast it.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Unless I'm missing something, as an exploiter wizard you don't have an arcane bond. You also have one feat too many (I'm guessing its because Peet had a house rule that replaced Scribe Scroll with Spell Focus).


    Male Human (Keleshite/Ulfen) Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38
    GM Cellion wrote:
    Unless I'm missing something, as an exploiter wizard you don't have an arcane bond.

    Oops, you're right! I actually did disintegrate Colvyn. He gets only a psychosomatic bonus for thinking he's invisible.

    I'll just sub shield out if that's okay since we knew we were coming today.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)
    Kellek Zaderan wrote:
    GM Cellion wrote:
    Unless I'm missing something, as an exploiter wizard you don't have an arcane bond.

    Oops, you're right! I actually did disintegrate Colvyn. He gets only a psychosomatic bonus for thinking he's invisible.

    I'll just sub shield out if that's okay since we knew we were coming today.

    Yep perfectly fine to sub it out. You could have been preparing spells on the boat ride. Go ahead and lock in your selections now though.


    Undine Varisian Pilgrim 4 | HP: 35/35 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +12, Sense Motive +11; Darkvision 60ft | Move [40] 50
    Tracked Resources:
    Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 3+1/3+1 | Channel Positive Energy 3/3 | Bless 37/50

    Yup, my selection is as written. That's my standard "We fightin' stuff" load out.

    701 to 750 of 1,052 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / Revival of the Runelords Discussion All Messageboards

    Want to post a reply? Sign in.