Rise of the Runelords - GM Pablo
(Inactive)
Game Master
Stetrix
Something is afoot in Varisia. There have been a series of odd murders in a small town on the west coast called Sand Point and more recently the capital Magnimar, where even the lord-mayor was a target. A cult of serial murderers called the Skinsaw Men was uncovered and stopped. We have also received reports of more activity along the border.
I would like you to go see the lord-mayor of Magnimar. Assure him the Pathfinder society will do what we can to help him. Investigate these goings on and see if there is a common thread to all this unrest. We have a lot of interests in Varisia and would like to maintain the good graces of the government. I doubt the lord mayor will have you sitting around for long. It is a big place and inevitably something will need attention.
So how does that sound? A mission without a precise goal and with no guarantee of coin. Ha! Are you up for it?
Character Sheets.
Travel Map.
Treasure and Experience.
Magnimar.
Varisia Map.
Area Map.
Buchart moves up Fernleaf sneaks up. Ogerkin reflex: 1d20 + 3 ⇒ (1) + 3 = 4 dog 4 reflex: 1d20 + 3 ⇒ (20) + 3 = 23 dog 3 reflex: 1d20 + 3 ⇒ (6) + 3 = 9 dog 2 reflex: 1d20 + 3 ⇒ (1) + 3 = 4
One of the dogs is ejected. location: 1d8 ⇒ 7The others all take orb: 2d6 ⇒ (2, 1) = 3
Both dogs in the orb fall unconscious.
Everyone needed to double move to get around the bush to see targets can shoot this round.
The dog attacks Shalelu Dog #4 Bite: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 1 ⇒ (4) + 1 = 5 miss
Sekkimm
Anaba
Shalelu
Black Bear -12 (Unconscious/bleeding)
Cela
Rolande
Buchart
Fernleaf
Dog 2 -9 (non-lethal) Unconscious in Orb
Dog 3
Dog 4 -6 (non-lethal)
Dog 5 -9 (non-lethal) Unconscious in Orb
Ogrekin -9 (non-lethal) in Orb
No post, but looking at the Map both Sekkimm and Anaba move up.
Shalelu steps back 5' and attacks the dog
+1 Composite Longbow: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 2 ⇒ (7) + 2 = 9
The dog drops dead.
stabilize: 1d20 + 3 ⇒ (7) + 3 = 10 the bear stops bleeding
Cela transforms back into human form and casts cure light wounds on the bear.
CLW: 1d6 + 1 ⇒ (4) + 1 = 5
The bear is up, but very injured.
Fahari moves up near the orb and waits for dinner to fall out.
Rolande hits the Ogerkin with 3 shots for 28.
Buchart
Fernleaf
Dog 2 -9 (non-lethal) Unconscious in Orb
Dog 3
Dog 4 -6 (non-lethal)
Dog 5 -9 (non-lethal) Unconscious in Orb
Ogrekin -9 (non-lethal) -28 lethal in Orb
Sekkimm
Anaba
Shalelu
Black Bear -7
Cela
Rolande
Male Halfling Rogue L2
Upon my initiative I will continue to move forward to within normal bow range. Also want to move where I have a shot at the ogerkin if it proves necessary. I expect the fighter types have this under control. I do not intend to get within melee range.
Male Human Magus L8/Brawler L1/Bloodrager L1
I can't help but agree with you Anaba. Sometimes we, and by that, I mean me, are too quick with the spells! I should go straight to the sword in situations like this! But, our friend Sekkimm has our foes well under wraps!
Attacking ogrekin two-handed.
Longsword: 1d20 + 9 + 2 - 4 ⇒ (9) + 9 + 2 - 4 = 161d8 + 9 ⇒ (2) + 9 = 11
Buchart hits for 11
Fernleaf moves up and fires.
Perception: 1d20 + 10 + 2 - 4 - 4 ⇒ (8) + 10 + 2 - 4 - 4 = 121d6 + 2d6 ⇒ (5) + (2, 2) = 9 Miss
The dogs are trapped unconscious in the orb and take more damage
Orb: 2d6 ⇒ (6, 2) = 8 (next round they will be dead)
Orgerkin reflex: 1d20 + 3 ⇒ (17) + 3 = 20
He pops out of the orb location: 1d8 ⇒ 5
Seeing the situation he full retreats off the map north into the woods. No line of sight, but you can pursue him. - Fahari moves much faster and will be able to catch him in 2 rounds.
Sekkimm
Anaba
Shalelu
Black Bear -7
Cela
Rolande
Buchart
Fernleaf
Ogrekin -9 (non-lethal) -39 lethal in Orb
Male Human Magus L8/Brawler L1/Bloodrager L1
I'm with you Rolande! Let's follow this monstrosity to his lair! There might be others like him about!
Fahari catches up to the Ogerkin
bite: 1d20 + 4 ⇒ (18) + 4 = 22
-Posted with Wayfinderdamage: 1d6 + 4 ⇒ (4) + 4 = 8
Male Gnome Wizard Illusionist Specialist Lv 12th
The Orgekin falls.
Out of combat
You find a +1 spear (Cela will take that it is her weapon proficiency)
+2 giant strength belt
Ratty flea infested blanket with black arrow insignias. The bear is stuck in a bear trap which Cela removes then transforms into a bear after speaking with the bear (who seems particularly docile toward the party).
You lean that he is the animal compainion of a black arrow ranger . He wants to lead you to to their house where the Ogerkin lives. Where his master and some other captives are held. He says there are more of these cruel orgerkin.
-Posted with Wayfinder
No bear steak tonight, I suppose. Confusing how something can go from dinner to ally in a space of a minute.
I suppose for the next thing we'll need a sneaky group and a loud group. One group to get close to the hostages and leap in and protect them, while the loud group makes a show of noise to give the quiet group a chance to get in and get things done.
Cela heals up the bear, whos name is Kibb, with her Wand.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Male Human Magus L8/Brawler L1/Bloodrager L1
Bear is stringy anyway. Better than bulette, though. I don't think I'm brave enough to try wolf...but if I were really hungry, maybe.
Anaba should put that belt on! Let's go rescue rangers!
Male Human Magus L8/Brawler L1/Bloodrager L1
I think she already has one.
Not listed on her character sheet.
Added the belt to Anaba - I thought she had one too - Strength now 21!
Cela transforms back into a black bear and follows an eager Kibb (who takes the lead). Very close to where the Orgerkin was slain, Kibb leads you to a poorly maintained trail that leads deeper into Kreegwood. Soon you find a hanging cornhusk-and-leather humanoid-shaped fetish (scarecrow) on the path. Continue down the path?
Can Kibb tell us somehow how far out we are?
-Posted with Wayfinder
Kibb isn't great with distance...but not that far (for a bear ...whatever that means).
Anaba on the other hands start seeing more frequent Ogerkin and dog tracks.
Male Halfling Rogue L2
Down the path we go. Bears to the front!
Fernleaf Ivy wrote: Down the path we go. Bears to the front! Do you want to scout ahead? I can Message you.
-Posted with Wayfinder
Male Halfling Rogue L2
That would be a good idea, I think.
Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
And I will scout ahead being very very quiet....
Shhhhhhh!!!!!!
How far ahead?
-Posted with Wayfinder
Male Halfling Rogue L2

Fernleaf moves ahead of the group in hobbit stealth fashion. His furry feet pad softly down the path moving through the underbrush. He sees several more of the fetishes, obviously a warning to trespassers, which he chooses to ignore. A little over a 1/4 mile ahead, and about a 1/2 mile from your combat with the ogrekin, the trail improves somewhat from more frequent use. Fernleaf skulks the edge of the path and sees a small sickly farm in a clearing in the woods. A tangled field of corn and other diseased plants grows in the eastern section of their land, while to the north slump two sagging buildings: a barn and a farmhouse. Both have had their windows boarded over, and moss and fungus grow heavy on the shaded sides of the decrepit structures.
Fernleaf spends a moment and watches an 8-foot-tall grotesquely deformed ogrekin who's head resembles a giant pumpkin on the right side — a huge puffy mass of tumors and overgrown bone giving his head a lopsided look. The ogrekin stalks the cornfield and perimeter of the farmstead armed with an ogre-hook ( A huge, crude crook of sharpened metal). To Fernleaf he looks incredibly strong and dangerous, but does not look either pretty or friendly.
See Graul Farm Map
Male Halfling Rogue L2
Yeah well, I am not messing with that at all. Eeew!! Don't they have a facility for people like this?
I will quietly scurry back to my companions and report my findings.
Fernleaf returns and tells his tale of the hillbilly farm.
Kibb tugs at Anaba's cloak and whines a little trying to urge her forward.
(From far off) Pat bear on head. "Which building, fella?" Point at one building, then the other, then back again, watching for which one the bear seems most excited about.
-Posted with Wayfinder
Fernleaf draws a crude map in the dirt to describe the farm and Cela (still in bear form) is able to get that the barn is where the black arrows and his master are being held. You are about 200 feet from the map. Apparently Kibb was a prisoner there as well, but escaped and has been stalking the area for three weeks until he got his foot stuck in the bear trap.
How do you want to proceed?
I could summon an eagle to harass the other side of the camp and then we could hit the barn from the rear, coming out of the woods.
-Posted with Wayfinder
Male Human Magus L8/Brawler L1/Bloodrager L1
Or, Anaba and I can storm in as a frontal attack, enlarged and bulled. Haste us all, Rolande covers while Fernleaf, Cela and Sekkimm enter the barn. That way you'll have fewer ogrekin in the barn with which to deal. And, I think Anaba really wants the workout!
Or, we skulk in enmass while your eagle harasses!
Either way, I think we'll suprise them. I will also cast invisibility of Fernleaf so he can save his potion!
How many of those bully bastards did you see, Fernleaf?
Fernleaf only saw only one but Kibb says there are many more
-Posted with Wayfinder
Male Gnome Wizard Illusionist Specialist Lv 12th
Cela can scout ahead as a hawk and let you know when the outside guy is in a part of the field where you want him.
-Posted with Wayfinder
I am fine with Buchart's plan and will supply haste and enlarge. (I think i memmed enlarge)
-Posted with Wayfinder
I will pearl back the enlarge to cast it twice. Since we anticipate numbers, I will also do the protection from evil, communal, on Buchart, Anaba, kitty, bear, and fernleaf.
-Posted with Wayfinder
Before all that, since they have long durations, mage armor on the bear, pearl it back, then mage armor on kitty. Haste last since it has the shortest duration.
-Posted with Wayfinder
And, why not, blow the whole wad. Bull's strength on buchart.
-Posted with Wayfinder
So, 9 rounds of buffing:
Mage armor, bear
Pearl mage armor
Mage armor, cat
Enlarge, buchart
Pearl enlarge
Enlarge, anaba
Bull's strength, buchart
Protection from evil, communal (buchart, anaba, fernleaf, bear, cat)
Haste (buchart, anaba, fernleaf, rolande, bear)
-Posted with Wayfinder
Might be best to save the haste until right before the violence, since it is only 5 rounds.
-Posted with Wayfinder
Anaba will do lead blades (10 rounds) just before you head in since it is Buff city time!
Cela will cast Acid Maw (5 minutes) on Fahari
Mage armor, bear (5 hours)
Pearl mage armor (5 hours)
Mage armor, cat (5 hours)
Enlarge, buchart (5 minutes)
Pearl enlarge
Enlarge, anaba (5 minutes)
Bull's strength, buchart (5 minutes)
Protection from evil, communal (buchart, anaba, fernleaf, bear, cat) (1 min each)
Haste (buchart, anaba, fernleaf, rolande, bear) 5 rounds
Invisibility Fernleaf (5 min)
You move as far as possible without showing yourselves then Sekkimm casts haste (30 extra move each) (round 1)
You can all attack (single attack since you moved) unless you double moved (listed)
Anaba
Cela - double moves to barn
Fernleaf - double moves to barn
Sekkimm - double moves to barn
Rolande
Buchart
Kibb
Shalelu
Crowfood
Male Human Magus L8/Brawler L1/Bloodrager L1
I'll add Shield on myself from memory just for good measure!
Male Gnome Wizard Illusionist Specialist Lv 12th
Buff-o-Rama...don't forget there is a house. Save some mojo.
-Posted with Wayfinder
Male Human Magus L8/Brawler L1/Bloodrager L1
Stetrix wrote: Buff-o-Rama...don't forget there is a house. Save some mojo.
-Posted with Wayfinder
We bypassed the wandage, so I think we'll be good. I will also bull up Fernleaf from the wand.
Male Human Magus L8/Brawler L1/Bloodrager L1
Invisibility is 6 min. but I'm sure he'll attack before the then.
Most of my spells should last if we move quick. We just can't dwaddle in here after the fight.
-Posted with Wayfinder
Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10
I am ready for battle should fighting be required! Let's do this!
Male Gnome Wizard Illusionist Specialist Lv 12th
Anaba you''re up swing - one attack only.
-Posted with Wayfinder
Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10
Prepare to meet your maker, MAGGOT!
I am going to swing at the beast with my sword.
Attack: 1d20 + 14 ⇒ (13) + 14 = 273d8 + 19 + 1d6 ⇒ (1, 4, 4) + 19 + (2) = 30
Male Gnome Wizard Illusionist Specialist Lv 12th
Ababa hits for 30!
Rolande is up!
-Posted with Wayfinder
Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10
He will be on tonight. We just got back from Gatlinburg and he is mowing the lawn.
Third level spells I have:
Aqueous Orb
Beast Shape I
Dispel Magic
Flame Arrow
Gaseous Form
Haste
Fourth level spells I have:
Beast Shape II
Black Tentacles
Calcific Touch
Ghost Wolf
Buchart?
You wouldn't know Spectral Hand, would you?
Male Human Magus L8/Brawler L1/Bloodrager L1
Trip into Shimmerglens:
Will have used a point from Arcane Pool to have Fly memorized.
0-Detect Magic
0-Read Magic
0-Light
0-Acid Splash
0-Disrupt Undead
1-True Strike
1-Shield
1-Magic Missile
1-Magic Missile
1-Frostbite
2-Invisibility
2-Invisibility
2-Scorching Ray
2-Aminal Aspect
3-Fly

Male Human Magus L8/Brawler L1/Bloodrager L1
Sekkim wrote: Third level spells I have:
Aqueous Orb
Beast Shape I
Dispel Magic
Flame Arrow
Gaseous Form
Haste
Fourth level spells I have:
Beast Shape II
Black Tentacles
Calcific Touch
Ghost Wolf
Buchart?
You wouldn't know Spectral Hand, would you?
I see this like a conversation over a campfire, so...
Unfortunately Sekkim, Spectral Hand isn't on the Magus spell list. There is a Magus Arcana, Close Range, that allows doing the exact opposite though, delivering ray spells as a touch attack allowing a spellstrike. It sort of sucks though because it limits Scorching Ray to one ray.
Interested in Gaseous Form, Haste, Flame arrow and Aqueous Orb. We can do that when we have some downtime or can travel to the keep. Looks like we're deployed for some time at this point!
Fourth level spells I'll need to hold off on, as the gelders are better spent on weapons, armor and three other little things I need at this point. I can make you a wand on the road, but it looks like our gold seems to slip through our fingers on this adventure. Building some awesome fame/prestige, though! We'll be famous!
Mmmm. Dinner smells...
FLASH!
What the...!?!?!?
You can only fit one large creature in an aqueous orb. That's been a hindrance lately.
You seem to do a lot of evocation. I don't ... like evocation much. A story for another time.
FLASH!
Are you interested in pyrotechnics? Someone's giving us a field demonstration in the practical applications of pyrotechnics. Great spell.
Are any level of spells available in Turtleback Ferry? I meant to ask earlier, but I have had a crazy week. I am just looking for Unseen Servant and Spectral Hand.
Since we're well into the adventure I'll just stay with the last list I published.
I listed the spells available. But the local MU could draft scrolls on request for any 1st level
-Posted with Wayfinder
Male Human Magus L8/Brawler L1/Bloodrager L1
Spell List for Travel to the Hook:
Using one pool point to memorize Fly.
0-Detect Magic
0-Read Magic
0-Light
0-Acid Splash
0-Disrupt Undead
1-True Strike
1-Shield
1-Magic Missile
1-Feather Fall
1-Frostbite
2-Invisibility
2-Blur
2-Scorching Ray
2-Levitate
3-Fly
0
Detect Poison
Acid Splash
Message
Read Magic
1
Enlarge Person
Grease
Long Arm
Mage Armor
Shield
Endure Elements
Unseen Servant
2
Levitate
Create Pit
Protection from Evil, Communal
Web
Rope Trick
3
Haste *2
Flame Arrow
Gaseous Form
Dispel Magic
4
Beast Shape II
Black Tentacles
Calcific Touch
Ghost Wolf
Is there anything I should know of concerning this winter weather and my weapons? Also since snow is technically water do my Boots of the Mire function the same?

Your guns should be fine in winter weather - the boots of the Mire should keep you dry even if the snow melts (as long as you are not submerged in water!). Great item for a gunslinger. The best option is Endure Elements spells! This is a good thing to get a wand created for the party!
ENDURE ELEMENTS
School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
The risks of cold weather are here:
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
How long to create a wand and how much does it cost?
350gp. I think a day two travelling
-Posted with Wayfinder
Male Human Magus L8/Brawler L1/Bloodrager L1
For the assault on Hook Mt. Clan Hold
0-Detect Magic
0-Read Magic
0-Light
0-Acid Splash
0-Disrupt Undead
1-True Strike
1-Shield
1-feather Fall
1-Magic Missile
1-Frostbite
2-Invisibility
2-Alter Self
2-Scorching Ray
2-Scorching Ray
3-Fireball
Pablo, Jen is out of town for a bachelorette party in a cabin in Red River Gorge. No internet access, she says play for her please.
Spell list unless you want to modify
Cela Spell List
Cleric spells memorized (CL 1st; concentration +6)
Melee Touch +5 Ranged Touch +6
1st—command (DC 16), longstriderD, murderous
commandUM (DC 16), protection from evil
0th (at will)—create water, Guidance , purify
food and drink (DC 15)
[D] Domain spell; Domains Healing, Sun
Druid spells memorized (CL 6th; concentration +11)
Melee Touch +5 Ranged Touch +6
3rd—aqueous orb (DC 18), call lightning (DC 18),
daylight
2nd— barkskin X2, bull's strength ,heat metal (DC 17)
1st—commune with birds, entangle (DC 16), liberating command, magic fang (X2)
0th (at will)—detect magic , light, mending, read magic
Male Human Magus L8/Brawler L1/Bloodrager L1
Shouldn't Cela be 7th level druid/1st level cleric? She would have some 4th level spells!
Is Fernleaf learning Use Magic Device?
Male Human Magus L8/Brawler L1/Bloodrager L1
Does anyone have any objection to Buchart taking the headband? Was eyeing the wand of enervation, but it isn't on the magus spell list, so can use it.
Male Gnome Wizard Illusionist Specialist Lv 12th
You can if you have use magic device skill, just need to make roll
-Posted with Wayfinder
Male Human Magus L8/Brawler L1/Bloodrager L1
Aye, but it's only +3 due to a crappy charisma:-( The game is full of little trade offs as far as abilities, eh?
Treasure looks very puny for the gunslinger and Anaba, the magic using types got quite the haul. We need to figure out how to make this equitable for all. I could use help with charisma and if Lumpy is out then I would like that headband.
Male Human Magus L8/Brawler L1/Bloodrager L1
Elves are proficient in both longbow and longsword as a racial trait.
A gunslinger with a longbow is crazy - sell it!!
The spellbook can be sold after Sekkimm, Fernleaf and Buchart pay to copy the spells - 7337gp!! So that will go into party treasure!
Also after returning the Sihedron medallion to Lady Heidmarch you have two others!
While worn, a star medallion grants its wearer a +1 resistance bonus on all saving throws.
Once per day, as a free action, it may be commanded to bestow the effects of false life on the wearer. Placed on the neck of a dead body, a star medallion preserves the body indefinitely via a gentle repose effect.
Please see the treasure list and see what you want to keep/sell and I will give you the final per user gold tally!
What is the plan for Lumpy?
I will not be able to check the game more than once a day now.
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