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."
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
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
Yep, I'm all for that.
Potion 1: 1d20 + 7 ⇒ (20) + 7 = 27
Potion 2: 1d20 + 7 ⇒ (16) + 7 = 23
I did it I guess.
lol
This die roller is frustrating sometimes.
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'm going copying Protection from Evil and Obscuring Mist from Rogar's spellbook. It should cost Azorious 20gp total but I get the feeling there'll be ample time.
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
Assuming we can get the 47g split mentioned before, Rogar will be typical for a dwarf and greedily copy five spells costing 50g.
Shield, Grease, Mage Armour, Comprehend Languages, Endure Elements
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
Given his up close and personal style I imagine mage armour and shield will be getting used quite a bit over the course of the campaign.
Hey all, sorry on the delay.
We've had some family stuff crop up and it was a heck of a busy Friday-Sunday. Things have settled down. I just got back from up North little over a 5 hour trip. I'm getting settled today and should have everything read through and updated.
My apologies on disappearing for 72 hours there.
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 problem, real life happens.
Great to see some great character interplay, and story develop. Some very excellent writing and co-operation.
Thank you for updating the at-a-glance for me. Very streamlined.
Feel free to refresh any abilities and spells if you haven't already.
Splitting the gold is not a problem. 47 is acknowledged and good.
Both potions are identified. The Cure Light Wounds was free for any Divine caster.
The second is a Potion of Rage CL 2.
Alright, I've written the next part in major character posting. You've got a little, choose your own adventure coming up, there are three quests, each of them you'll have an opportunity to complete (to satisfy the inner completionist ha ha).
Thank you again for the understanding on the delays
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 weather has been making my life complicated lately, so I don't mind the delay.
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
Can I assume that by this time Wendyl has heard from home that everything is normal?
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
The fact that you are a communicative GM makes all the difference. Delays happen and we all know it.
During this time Rast would want to head to the blacksmith and do the following:
Sell Greatax +10gp
Buy Morningstar -8gp
Buy Heavy Steel Shield -20gp
I had been going to purchase a Falchion but I just cannot see Rast embracing his Orc half to that degree, this feels more honest to the character.
I assume this can be done 'off-screen'.
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
Just trying to push it along. There's likely not any issue with the order we speak to our three new associates in but it could take a few days for everyone to discuss IC. I imagine we will be assesing which job to do first once we've talked to them all.
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
Bah! It looks like I was typing out my post as you were finishing yours Azorius. If it seems like it is important we all speak to one at a time together you can call Kesni over but being far more familiar with the Sheriff she would have gone to him first thing upon seeing him, I think.
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
It's all good, Rast will likely be eager to speak with Zanthus.
Rast - Off screen is fine for the purchases. I put faith that you, and everyone, are managing their characters resources. I put a lot in the honour system.
Wyndel - I'm sorry I must've missed the post regarding sending a message to his family. Yes, you would have heard back that they're all safe, and interestingly enough, there have been less than usual sightings of Goblins outside of the immediate area.
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
GM, do you want us to avoid splitting the party?
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 imagine we'll compare notes and do the quests in a reasonable priority.
Well, I'll leave that to you. I'm sure I can manage running all encounters separately, but I will caution you to this. I've calibrated all the encounters to modified CR of 6-player party.
I won't be scaling them back given your resources. Could make for an interesting time.
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
I was operating under the idea that, even though not much more then casual acquaintances, we would compare notes.
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'm leaning towards Father Zanthus's quest, then the Sheriff's and finally the Mayor's.
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.
Either two. The play? Only if everybody else wants to.
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
I am good with the order Azorius laid out. As far as being in a play, Rast will be terrible but good hearted about 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
Azorious will be enthusiastic but doesn't have the stats for the play. But could do well on special effects duty with minor image.
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
I am on board with that order as well. Kesni will scoff at the idea of being in a play. She might be able to be talked into something but that certainly isn’t her sorta thing.
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
Wendyl will have to be talked into the play but I am sure if Kesni can be talked into it then Wendyl can...
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.
Last week was a shooting sports event for the local BSA council.
This week is a district camp-o-ree and I'm off to camp with the troop. See everybody on Sunday!
Loving the interplay. So it looks as if : Zanthus, Hemlock then Devrin's quest in that order?
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 have a feeling we're going to skip the play. Gudada's the closest thing to a showman that we have and he doesn't seem all that interested.
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
It's good fun. I wonder how much Wendyl is realising Azorious is arguing for balance rather just purely urban.
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.
Player's interested. 'Dada thinks combat is far too dangerous to encourage people to think of it as entertainment.
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
Same here. Interested in the play as a player but can’t think of a way Kesni would be interested.
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
Oh Rast would like the play. Not much of an entertainer himself he like people to be happy. I would put that one last however as it is frivolous.
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
Rogar and I are on the same page with this one. More serious adventure, less frivolity!
But if you guys found a way to justify it, the dwarf would watch. :)
Maybe you could have him play a statue or something.
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
I tried to create an opening for us to eventually do the play. If Wendyl can get a promise of returning with him to his village he would actively participate in the play as he would he would see it as an opportunity to get the others out of the city.
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
"Hey, you! Stop singing and make me a sandwich!"
Fair enough to skipping the play. I can understand the duality between player and character. So I'll set up the transition to the first quest shortly.
If there's anything to do character wise, or interplay wise, please do so. I'll transition live at 1:00PM EST to the Crypt of Tobyn.
For great interplay during a brief downtime, and some excellent banter. I'm awarding a storytelling bonus of 100xp to the party. I will update the tracker on the main page. Well done all.
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
If someone can’t move Kesni’s token 30 feet to the right, I can move it tonight when I get home.
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
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.
So, what you're saying, is that they are parrot dead?
Thank you Gudada for staying on top of the grid management. Combat starts. I'll be able to post more frequently over the next few weeks, so I'll do my best to update reactions to your texts as they roll in.
An aside....the CR for this encounter has been bumped up by 1 due to having two Clerics. Commensurate rewards will be issued. Also, for any of you who are curious I've re-tooled Chapter I: Part II to suit the PbP forum a little better.
Part III and IV are as written for RotR.
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
If we pull back we can bottleneck them at the entrance area. At the least I think Rast might want to pull back to the stairs.
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
I was thinking we already had a bottleneck at the opening they need to come though to get me. Pulling back is fine if that is better.
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.
I was looking for preventing them from getting behind us, and taking the literal high ground.
Moving forward to a choke point it becomes an initiative game as to whether we trap them or get somebody surrounded.
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 +3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)
Cool. I will happily pull back when it gets back to me now that I have kicked the hornet nest.
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
I think we need to take out shambling thing appears to be animating the others.
I need to be in range for my channel to work
Great plans....except...*insert evil GM laugh here*...watch out! Behind you!
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
Getting 5 or less on the acrobatics check for grease actually doesn't offer the reflex save. You just fall automatically.
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