Rise of the Runelords

Game Master Upaynao

MAPS

LOOT TRACKER


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|Ruins |WBGoblins|RotRL| Emerald Spire|

Just a few notes about my personal gaming style to start things off.
1) I am a *generally* new Pathfinder GM. I have been involved with Pathfinder for about 3 years, and as a GM for about a year. Please keep this in mind when I make mistakes.. they will happen, but I will listen to you, the players, and own the mistakes so that I may learn from them and fix them.

2) I am in a pretty accelerated Registered Nurse program. Every three months, I will have finals and will need to focus my time and energy on that. That being said; I will give you advance notice if life takes me away from the boards, and I will post no less than once a day without giving you a reason and a heads up.

3) Some things I do to speed things up: I will roll for initiative, and will keep an updated tracker for round actions. This way, everyone knows who is up, and what has been done. Most of the time, there will be blocks where several PC's are up. You may go in any turn within the block, and I will resolve what happens when. As a PC, roll your own saves, damage, etc like you would in a tabletop game. If anything is needed, there will be reminders in the tracker. An example of my tracker is:
Bold May Post
Tom- Need WS
Dick- Unconscious
Goblin- 2 dmg
Harry- 5 dmg

4) All maps will be hosted in Google Slides. If you have the app, this means that you can view and alter maps from mobile devices. All handouts and non-interactive things will be Google Drawings, and I may use a Google Spreadsheet to keep track of things. All of these links are provided in the game header for easy access and reference.

5)HAVE FUN!! If it is not fun, tell me! Please! The only way that I can learn and grow as a GM is from constant feedback. I not only want and encourage this, but I need this to help improve my games. I am open to suggestions and comments. If you have a problem with something, PM me. Communication is the only thing that is going to get this off of the ground and then keep it rolling.

Lastly: What I expect from you:
At least a post a day if applicable.
More than just a dice roll or a "I do xx" This is called "ROLE" play for a reason.
Keep up with your own map token. If you can't move it when you post, please ask someone.
HAVE FUN


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Checking in.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Sure can meet your expectations - sorry for the pause...missed that I had mail. Once a day, should work -- I am in Washington State (PST) so can agree to try once a day at morning r evening...weekends maybe a bit more.

Google+ Slide...ok point to where I can understand that.

BUT - I am on board!


|Ruins |WBGoblins|RotRL| Emerald Spire|

Ok guys. I sent another message over to Kiera to see if she wants to join us. Other than that, I feel that we should open up recruitment for another character.. preferably a melee lol. What do yall think?


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Hello again! * wave wave *


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

It would seem Kieran is on board. Have we heard from Daelric yet?


|Ruins |WBGoblins|RotRL| Emerald Spire|

That would seem to be a negative... he has not responded to either message I sent him. Sooooo.... do we want to try and make a go of it, or open up to the boards for *hopefully* a melee character?

-Posted with Wayfinder


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I will also send a message to the player via another one of his/her alts.

Do we need to update our characters for your campaign standards?


|Ruins |WBGoblins|RotRL| Emerald Spire|

I will leave that up to group discussion. I am fine with the 25 pt buy.. but I have never really required anything beyond the standard 2 traits for character creation. Yall want to cut the extras out, or leave them be.. I am fine either way; mostly because yall are the ones having to do the work. In a general answer, I will not ask you to rebuild your characters, but we do need to decide on build stats so that we can clearly ask for set criteria from anyone else.

Also. How far back do we want to reset? Near as I can tell, we were only about halfway through the Battle of Sandpoint. I personally would prefer not to just take up from the middle of a fight that was not clearly defined. I can reset to just before the fight.. which would be easiest. Or we can completely start from the top. Thats my opinion, what is yours?

Lastly, Go ahead and dot into the gameplay, just to get the game onto your boards please.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Ok, I'm going to remove my extra Race trait, as that seemed a little extraneous. Honestly not sure why the other GM did that in the first place -- if you want a race trait, just take a race trait, right? :D

I think it's fine to start fresh. :)


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

You guys still up for me to join this?


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I am!


|Ruins |WBGoblins|RotRL| Emerald Spire|

Sure thing!!! I was hoping that you would turn up! So.. any other input from the rest of the group on starting point and character creation?

My opinion: Start our campaign at the outset of the battle; loose the extra trait and the drawback but keep the 25 pt buy.

Kiera: Start from the very beginning; loose the extra traits and drawback


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Ah, losing the drawback means losing another trait! (I already removed the "bonus" race trait that the other DM handed out.) Tough call to make. Hmm.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Welcome back, Daelric!

Ok. I have a fair amount of reworking to do.

I'll figure out the 25 pt buy, as I went with the dice rolls and the dice gods were kind to say the least.

Also I need to decide which trait to give up along with the drawback.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I am in the same boat as Andrezi, this will be a lot of work.


|Ruins |WBGoblins|RotRL| Emerald Spire|

[ooc]Andrezi, I forgot we were given that choice. Thats fine, dont completely rework your character.. the dice roll is fine if you would like to keep it that way.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Alrighty then...

I've dropped the drawback and one of my traits (and as a result re-assigned one skill point that would no longer be in a class-skill). Keeping the same stats, I should be good to go.

@GM DevilDoc: Are you still wanting to open recruitment, or are we good to go with our existing foursome?


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I ditched the drawback and the River Rat trait, and removed the associated class skill bonus to Swim, the trait bonus to that skill, and the bonus to dagger damage.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

So can we keep a Drawback if we wish? Just if that is the case then I won't change anything about Daelric at all.


|Ruins |WBGoblins|RotRL| Emerald Spire|

I believe that falls under normal character creation in the players handbook. I am not going to require a drawback/ extra trait, but I cannot make anyone remove it either. I will say that I prefer everyone be on the same page, but if this is how you wish to have your character, I will hold you to it and expect appropriate RP to reflect the inability to handle conflict or challenges to your authority.


|Ruins |WBGoblins|RotRL| Emerald Spire|
Andrezi Zeldana wrote:
@GM DevilDoc: Are you still wanting to open recruitment, or are we good to go with our existing foursome?

Now that we have four, we can get started as soon as yall decide where to start. Since we are not bringing anyone new in, we can keep the RP from the first game and start at the beginning of the battle or we can start from the very top. Yalls decision.

-Posted with Wayfinder


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Given that we haven't gotten very far at all, I would suggest that we keep any pre-battle roleplay (i.e. the tug-of-war etc.) and start up with Father Zantus at the podium, just before the initial goblin attack.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I'm fine with that. :D


|Ruins |WBGoblins|RotRL| Emerald Spire|

If no one disagrees, please post over in the game play and we will get rolling once everyone has done so. The maps above are active, and the battle map has your tokens on there. Please place them where you wish to be standing.

-Posted with Wayfinder


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Posting from the office. Count Volkar in. But, how do I add my character to this? Sorry, but this message board is still tripping me up.

Also, DevilDoc, can you scan Volkar and see if you can live with him as is, otherwise I could try to alter him later tonight after sons band concert


|Ruins |WBGoblins|RotRL| Emerald Spire|
Volkar Glanral wrote:

Posting from the office. Count Volkar in. But, how do I add my character to this? Sorry, but this message board is still tripping me up.

Also, DevilDoc, can you scan Volkar and see if you can live with him as is, otherwise I could try to alter him later tonight after sons band concert

What do you mean, "add you character to this"? As for the rest, I will look it over and let you know. :-)


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1
Volkar Glanral wrote:

Posting from the office. Count Volkar in. But, how do I add my character to this? Sorry, but this message board is still tripping me up.

...

If you make a post in the Gameplay thread using your character's alias, your character is automatically added to the Character listing.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

thanks Kiera! Here I thought the GM did that...lol


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Andrezi, can you look at that luck thing. ;)


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Try turning it off and back on again. :D


|Ruins |WBGoblins|RotRL| Emerald Spire|

lol


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Maybe the green clothes on the green goblin act as a camouflage?


|Ruins |WBGoblins|RotRL| Emerald Spire|

Very good point! I like that line of thought

-Posted with Wayfinder


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I do not know if you are wanting me to carry on doing this, but I am keeping my stat bar under my name in current condition. So if I take damage I will adjust it there, as well as if I charge, don't have a shield equipped, etc.

I figure it could make things easier for you see if things hit, etc.


|Ruins |WBGoblins|RotRL| Emerald Spire|

That actually is the best way of doing it, so no worries. I've been travelling today, and due to things not going as planned, this is my check in. Sorry, but tomorrow I will update.

-Posted with Wayfinder


|Ruins |WBGoblins|RotRL| Emerald Spire|

Wishing everyone a very merry Christmas holiday. If Christmas is not your thing, I wish you a very merry ______! (Yule, Kwanzaa, Festivus, etc) The point being that I wish all of you very happy memories and prosperous times!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp
GM DevilDoc wrote:
Wishing everyone a very merry Christmas holiday. If Christmas is not your thing, I wish you a very merry ______! (Yule, Kwanzaa, Festivus, etc) The point being that I wish all of you very happy memories and prosperous times!

Wishing you a very merry Christmas as well. ENJOY!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su- I think this will be the next action, so GM writing it as "Volkar pulled a small vial from within his tunic and shook it, then plunged it into a small hole in one of the three wooden and steel casks on his belt. He pulled the charged flask away....

I would the finish it out with a throw.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Looks good to me!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp
GM DevilDoc wrote:
Looks good to me!

Ok, so will go with it once we get closer to my go!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Andrezi, if that pattern works in taking out the green skins, then hey I can live with it. ;-) At least you are getting in hits!


|Ruins |WBGoblins|RotRL| Emerald Spire|

I won't complain either.. its keeping things moving nicely!!


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

I assure you it wasn't a complaint, just noticin the pattern that seems to be forming. :)


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Godsmouth, the small casks are what I believe/imagine are the bomb vessel. As I understand it, an alchemist has to mix the reaction agent that is used to prime the actual bomb. Add these at first level have a more limited damage, I see them as a small, tossable cask that has some type of fluid in it that can splash and catch fire. The primers have to be mixed daily and if not used have to be remixed to be effective. Does that make sense?

So sent that from my phone...here's some more

Alchemist

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

So, I in my mind I translated this as there is a bomb casing, then the primer...so, I would be looking for the casing from the cooper and then the primer components from Nisk. But of note, I don't see a list what components are needed.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Ahhh.. yes. I can see this now. I have just never seen anyone RP the purchase of the individual materials, and I didn't put two and two together.. Im too used to Society play where that is a given! Thank you!
Edit: I can find nothing within the PRD about buying bomb components, other than the line (actually quoted above, as well) about components being replaced much as spell components. I can see your point in RPing this, and I think it would be well within character to replenish your supplies every so often. So, how about this? The description of an Alchemy crafting kit here is said to contain all supplies you need. As 25 gold is quite a sum, lets say this can provide materials for 50 bombs. This keeps the incharacter actions valid and worthwhile, encourages some RP, but reduces the headache and pain of resupplying after every battle.. because 25 gp is quite a lot to replace very often. How does that sound to you? I am open to input from others as well.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Kiera: Since you have been in Sandpoint for some time now, you would know a lot more about the town than the others. At the very least, you would know the majority of the shops, or where to purchase what. I have taken the liberty of copying this out of the manual for your own reference as well. As I really do not have time to rewrite a 16 page document, there are things here that your character would not know, as well as some mechanics for me. Please use this knowledge judiciously and try to make sure Kiera only "knows" what she should.

Here you go. I have only edited the formatting, bringing it from 26 pages down to 18.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

No problem! I've done a little digging about Sandpoint anyway, as you can tell from the fact that I already mentioned the names of some of the locals. :)


|Ruins |WBGoblins|RotRL| Emerald Spire|

Yes I could, and I appreciate that. I've been meaning to put this together and clean out any gm knowledge, etc, but between my pharacology class and rhetoric, I'm drowning this quarter..

-Posted with Wayfinder


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

DevilDoc - that is a heck of a class load assuming rhetoric is both speech and debate coupled with pharmacology. LORDY. Hang in there.

So with alchemy supplies I have not found anywhere what is the amounts and materials. SO THANK YOUDD for the solution and affirmation that this wasn't covered anhywhere...I also purchased the PDF on Alchemists and it is silent...so I was like...well that is odd. You have to replace this stuff and purchase the elements. I would also think that over time (leveling up) the character understands how to make more powerful chemicals, but as a dwarf would also start understanding how to use metal components for casings. So, I was trying to incorporate that into this merchant turning adventurer!

Truly hang in there..it will be worth it when you get through, that is what I learned in law school a few decades ago.

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