Rise of the Runelords - Anniversary Edition [Core Only] (Inactive)

Game Master Daleyn Levanthus

"The Crypt of Tobyn being cleared, our heroes investigate the forest outside of town."


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Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Rofl, nice feat, Wyndel! lol

Some goblins might get up but that's totally worth it. XD

Edit: It looks like Rast, Azorius and I will heal for 6 as well. Don't forget to add the HP!


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

No chance of that. I renewed the protective wards... if I've got to properly tank Rogar maybe another round to cast shield, I was thinking AC 22 would be good enough but 18 might do better! 18 Will have to do while swinging the longsword.


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

Cure light wounds is a minimum heal of 5hp per the House Rule correct?


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Spellcasting provokes attacks of opportunity. May be better to take the total defense action for +4 AC instead next time.


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

You are correct Rogar! Hopefully, the Goblins will miss or I will make the Concentration check!


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Kesni, I'm sorry. I should have been specific in my post. I just dropped that goblin with the green circle.


Yes, I've decided we're going to move ahead with the healing rule. All healing is a minimum of 50% of the dice result.

Also drinking a restorative potion will always be considered an elective free action at the end of a turn.


Rast, can I get you to roll a critical fail check for your attack?

Kesni can you also designate a different target for your attack as the Green Goblin will be dead from Rogar's attack.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Crit Fail: 1d20 + 2 ⇒ (3) + 2 = 5

OH COME ON!!! too funny.

Sorry not all GM's want them at first level.


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Sorry I missed that. Blue solid square will eat my arrow then.


Wyndel - I've put you to 8HP on my tracker, just as originally you were at 3, +5 from your spell (50% of dice (4) + 1 Lv Bonus = 5)

Kesni - No worries. Will adjust.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

It looks like we might have skipped the goblin turn? I'm not sure.


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Ooooh. You might be right. I saw their AoO and thought that was their turn. Unless something changes drastically Kesni will just take that action when it actually IS her turn.


No worries we'll straighten it out. Looks like this combat is just about wrapped up. They'll be a short intermission between combat's so don't worry too much.

A little tip - Healing will come from Father Zanthus in between this encounter and the next, so save some slots in case. The next one is a little more challenging.


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

Happy New Year!


Happy New Year!

Sorry on the delay from yesterday. I've updated the combat maps. Removed the Festival and Fire, added the new Die Dog Die scenario, at the North Gate.

I've also included and experience tracker on the main page for the creatures and encounters you've overcome thus far.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

I thought Desna was the goddess of luck! O.o

XD

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Yeah, its not just this game for me. Every roll on the board has been below 10 for me for a few days.

Can I use Bit Of Luck on myself?


In reviewing the spell like ability Bit of Luck. The wording looks to be intended for targeting others, as the wording for Good Fortune, seems to be intended for self.

However I'm willing to rule that it's usable on self, as I don't particularly see it as game breaking.

---

Just a heads up, although the prior encounter was a CR4 encounter (equivalent to a 4-party). This one is also a CR 4 (equivalent to a 4-party). However I consider it monumentally more challenging. This is the capstone to Part I of the chapter. Don't hold anything back ability wise.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

The problem is that it takes a standard action to use, so it doesn't do you much good, usually.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

I have seen both interpretations and used both myself.

Good Fortune always seems much more powerful as it is an immediate action.

Regardless I appreciate the ruling and won't over use it. Don't want to ask Desna for too many favors. :)


The old adage of you don't get unless you ask is true here. Thanks for asking on it.

I've got to say I've loved seeing how you guys have rolled with some pretty below average rolls. I hope everything is being taken in good spirits. I'm sure you guys will have a hot streak soon enough!

Nice hit Rast! Just enough to one shot the dog.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

At work. Threw a quick phone post up.


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Hey, the purpose of the dice is to make the story a little less one-sided! You have to be able to have fun with bad dice as easily as you can celebrate good dice, or you're going to be down nearly half of any game.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

I kind of love all the bad rolls. I would kind of love his story to be lots of failure with occasional moments of greatness.


Azorius - Could you just clarify for me your Longbow attack bonus of +8 ? I thought it +3, but may have missed a buff, spell or ability.

I'll resolve the Goblin action once we clarify it.


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

No idea how I came to that, it was late I must have pressed the wrong key.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Looks like it should be +3(and probably miss).


No worries, just wanted to confirm, maybe a spell, or a flanking bonus that I was missing. Thanks for clarifying. Will update the Goblins.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

I enlarged Kesni on the map. Feel free to shrink yourself back down if you decline.

Edit: I think you should accept the spell for badass potential alone. You threaten the whole battlefield at that size! XD

We need to get you some armor spikes though.

Edit2: GM, keep in mind that movement, ranged attacks or spellcasting will provoke an attack from Kesni if they're within her immense reach. Maybe Kesni should just roll an extra attack when she takes her turn, just in case there's an AoO. I feel like it's pretty likely lol :P


Good move for enlarging person, and the STR bonus offsetting the BAB penalty of a category larger. Luckily with the Large VS Small factor it evens out!

I'll keep it in mind when I act for the Goblins, I may be able to offset the AoO, I may not. We shall see!!!!

Just good move! Love it.

I've enjoyed seeing such a swing on the rolls. Now granted, the AC Stats are skewed high for the Goblins because they're small creatures Dex Based and Size Modifier which certainly creates that disparity. This is something however that isn't going away in Chapter I.

Edit: Just in refining my GM dashboard and at a glance for when running Combat, could I ask that you all update your at a glance for me?

This format would be ideal for what I'm looking for:

HP 10|AC 10,(T10,FF8)|Init+1, Perception +1|CMB 10 - CMD 10|Fort, Ref, Will|Spells lv1 2/3|Special Notes

The HP i'll track in the spreadsheet (you can all see the notes at the bottom correct?)


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Yeah awesome move Roger. I love it.

I unfortunately cannot see the notes on the spreadsheet from my phone which is what I post from most of the time.


Ah, then in that case, please keep the HP at x/10. That way the HP is visible from Phones, as the combat notes are more tracking purposes than anything. However the rest of the update, if you could make would be much appreciated. Also I've removed the commas for less visual clutter.

HP 5/10|AC 10 (T10 FF8)|Initiative: +1 Perception +1|CMB:10 CMD:10|F:+2 R:+3 W:+5 |Spells lv1 2/3|Special Notes


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Yeah, this combat has been exactly what I want to be doing with Rogar. Buff mage!

I'll get the at a glance updated late tonight.


Great! Whenever. It's not a rush, just a future thing. Great synergistic potential between this group, and you're only at the beginning!

Nice One shot Kesni. The Warchanter had EXACTLY 16HP. So between the buff and your roll. Well played *tip of the cap*

Although now those little Green Monsters have one sole focus...(insert maniacal GM laugh here)


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

So I'm going to wait to post in case someone clears the path. I have an AC buff for Kesni but it's touch range. Someone should possibly heal her too?


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

I amn't sure if Azorious can act again yet, completely lost track of where the rounds are starting and ending and I know I got ahead of myself at one point.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

I think the last goblin is dead. Just waiting on the GM. I assume we'll hear from him tomorrow. :)

Sometimes weekends get away from us.


Sorry on the delay, the weekend did get away from me. It was a rather hectic one. Although I've updated the gameplay stream.

Great hit there on the end Rogar. Massive damage at level one!

All in all the first two combats went very well, and very interestingly without an official 'front liner' I think you guys have great survivability and synergy thus far!

Chapter I - Part I, is coming to a close. As a reward for working well together, and coming through without a single longterm casualty, I'm awarding everyone a boon of one elective re-roll to be called on any roll (i.e. Attack, Save, Damage, etc...)

Very fun, entertaining and great story telling thus far! We'll wrap up part one shortly, there will be a transition time of one day to part two.


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Can I dismiss a buff spell cast on me or only the caster can? It doesn’t matter much now that combat is over but I am still curious. From what I have read it seems like I couldn’t but I feel like I should. Anyone know for sure?


I would think that at the point of cast you can accept or decline but once the spell has been cast it needs to run it's duration. Unless an appropriate dispel or counter spell has been used such as reduce person.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Enlarge person is a dismissable spell. I'll dismiss it when I post later.


Dismiss-able as in the original caster? Or as in the subject? I think that's the question here. I've been looking around the rule this morning and still trying to get to the bottom of it.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1
PRD wrote:

(D) Dismissible: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.

A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

I don't think Kesni would know the verbal component to dismiss the spell :P


Ah! Glad to see the clarification! Thanks Rogar


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

That makes sense. Thanks Rogar.


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

Is that a half-orc joke? (Grin)


Policed Gear and Loot from the areas you've fought in. Additional gold thanks to Kesni's scavenging and Goblin affinity.

Unidentified Potion (DC 12 to identify – Divine Character CL1 Free Identification: Potion of Cure Light Wounds CL 1 - 1d8+1)
Unidentified Potion (DC 15 – Knowledge(Arcana) to identify)
Studded Leather Armor (Small) (2)
Horsechopper (Small)
Dogslicer (22) – 1d4/x3
Shortbow (8)
Arrows (73)
20gp
24gp - additional Gold-


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Headed to a Boy Scout Shooting Sports campout to run the archery range. In the Hill Country and a valley, so there is no cell service after I get there.

Will be back Sunday night.


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

Knowledge Arcana for Potion: 1d20 + 8 ⇒ (10) + 8 = 18

I assume we are selling the mundane gear bar the arrows.

Studded Leather Armor (Small) (2) -12gp 5sp to sell each=25gp
Horsechopper (Small) -5gp to sell
Dogslicer (22) – 1d4/x3 -4gp to sell each=88gp
Shortbow (8) -15gp each=120gp

238gp(from selling the above)+44gp=282gp

If we split this evenly among the party it'll be 47gp each.

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