Ruins of Pathfinder: Reign of Winter (Inactive)

Game Master Robert Brookes

"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot


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Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Another day, another set of rolls below 10.

Lantern Lodge RPG Superstar 2014 Top 4

That is seriously unbelievable, Ar'Z. Wait-- both of your dwarves roll low. Are you playing a dwarf in S&S?

Maybe Torag has cursed you :(


Male Huuuman. I think Expert 2

He's playing an Aasimar.. and his last roll was a diplomacy check where he got a natural 20. Got everyone's gear back from the quartermaster with that roll. XD

I think its his dwarves that are cursed.

*Edit* His roll before that was another natural 20, a perception check. o.O


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I'd blame the dwarves, except that I have another dwarf character that doesn't roll horribly. Tends to be middle of the pack. As CP said, Osir rolls like Hercules, he's been pretty solid roll wise.

Perhaps the dice-roller wishes me to struggle in your campaigns early on so the eventual good roll seems all the more miraculous and beneficial.

Or it's just bad luck.

Wise move Ordrud-player: I'm going to start taking 10 and 20 whenever I can. Thus avoiding the vindictive spite of the dice-roller.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
Ar'Zarrcal wrote:
Wise move Ordrud-player: I'm going to start taking 10 and 20 whenever I can. Thus avoiding the vindictive spite of the dice-roller.

I learned from Teledon spotting a trap awhile back...

cheers

Lantern Lodge RPG Superstar 2014 Top 4

Ringing the Talavuc Summoning bell again. Are you sure you're good to keep going? I know you're dealing with a lot right now, and you haven't' really been all that active here as of late. We're reaching a natural point towards the end of this section where Talavuc could be painlessly extracted from the party (but would leave a window of opportunity to come back before the end of the next book if your time frees up.)

Let me know how things are.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
Ordrud wrote:
Ar'Zarrcal wrote:
Wise move Ordrud-player: I'm going to start taking 10 and 20 whenever I can. Thus avoiding the vindictive spite of the dice-roller.

I learned from Teledon spotting a trap awhile back...

cheers

*smiles*


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I always take 10 unless I know it won't make the DC. Taking 20 is usually more problematic since it takes so long. Depends on the situation I guess. But I'm always in games where people are rolling natural 1s on rolls they could have taken 10 on (stealth out of combat for example) and I face-palm every time.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Well sometimes people like the risk.. but yeah better safe than sorry. XD


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I actually wasn't even thinking of Marc. But yeah that's a good example I suppose.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Yeah over in my S&S campaign, I generally don't take 10 with Robinton (The DMPC Bard), just for the fact that I like the risk. But.. it certainly *Is* safer to do so. XD

In other news, I'm going to be posting an interest check for my homebrew campaign in the Recruitment forums soon!

The campaign won't begin until probably September, as I need to wait for the Mythic Adventure Book out before I can seriously start working on the first book, considering it'll be a Mythic Campaign.

Rob and I have been brainstorming ideas for this campaign (And man he has come up with some AWESOME ideas that I will be utilizing), and the campaign will be set in Ruins of Pathfinder a few years prior to RoW. While I don't want to throw out any real spoilers.. it will be a plane-spanning, artifact-hunting campaign of mythic proportions that starts off in Osirion and takes you to no less than four different Outer Planes.

And.. just as the Redemption mechanic will apparently be playing a role in Wrath of the Righteous (As per the Player's Guide), a custom Corruption mechanic I'm building will play a major role in my campaign - instead of redeeming the bad guys, you'll be resisting their corrupting influence while trying to maintain the purity of your very souls!

In other words..

Prepare for the Ruins of Pathfinder: Road to Damnation

:3

Scarab Sages

Human Ranger (Infiltrator) 2 AC 18/12/16 / HP 22 / F +6 R +5 W +1 / Init. +2 / Perc. +6)

Celeador Here! Oh man, I have this character who was in a reign of fire that died. I would love to reuse him!


1 person marked this as a favorite.
First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Ah! More campaigns I want to play in. My wife is going to want to kill me!


Male Huuuman. I think Expert 2

XD

Well, I'm currently working on getting the campaign traits up - one for each Mythic Path, like WotR. The WotR traits seem limiting and weak, though, so I'm going to make these a bit beefier. Each will be linked to a specific Path and will have a passive bonus and either a 1/day ability or something similar. Plus, each of these traits will be less.. narrow.. in what happened, allowing more freedom in your story.

The Exchange

Male Elf Fighter 3

Well I don't know how you plan to start, but if you read my characters backstory, he comes from a tribe of humans who were known as the بأمين اللهب or Keepers of the Flame. His tribe collected the Songs of Shazathared. Eventually he was going to go the Eldritch Heritage route bringing him more inline with his fiery ancestry. His tribe was wiped out by a gnoll attack and he was last seen trying to gather the remaining songs so that the history of his people don't die out.

Lantern Lodge RPG Superstar 2014 Top 4

I'm trusting Crusty to do good with my Ruins of Pathfinder baby.

If he fails, he will be hung from the castle walls as a warning to the others.

No pressure ^-^


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

Lucent, I'm going to have to take you up on that. Speaking with my therapist this weekend, I reached the conclusion that over committing myself has been part of the issue that I'm experiencing. I'd like the option to return at a later time if it's possible for me, so I thank you for that opportunity. I love this game and have been trying to say something to this effect since Tuesday, but my desire to not leave has been overwhelming.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Crusty!!

Hey man, I don't know if you're following along much on VoV's Wrath of the Righteous campaign but he made some really weird choices as far as players go and neither myself or Jelani got picked up. So... how would you feel about DMing a game for us *wink wink*

Take a look at the player pool, but right now I think these were the strongest players of the bunch:

  • Maeve the Scarred - Witch (Scarred Witch Doctor) of Demogorgon
  • Ruarc Bataar - Tiefling Sin Eater Heretic of Ragathiel
  • Joao Marcos - Human Ninja
  • Rakeesh Sah Tarna - Angelkin Paladin (Sacred Servant/Oath of Vengeance) of Ragathiel
  • Aglamore - Human Cleric (Sacred Servant) of Iomedae
  • Pytros Ex-Lucarus - Human (Hermean) Fighter (Lore Warden)


  • Male Huuuman. I think Expert 2

    Neither you or Jelani got picked up for that? Maaan the DM doesn't know what he's missing out on! I'll have to go check it out, I haven't gotten the chance to yet today.

    And running a WotR is tempting to say the least.. but I'm probably going to have to pass on it for my homebrew campaign. Still, thats not a definite no or anything.. but honestly I'd rather play in it as a Player ;).

    And as for Ali Al'Zahrid, I haven't read the entire backstory yet, but you'd have to include how you survived the destruction of Katapesh by the Spawn of Rovagug. I'm actually planning on introducing a campaign trait based on that somewhat.. being a refugee from Katapesh that survived two encounters with the Spawn of Rovagug, once in Katapesh and once again when the Ruby Prince betrayed the refugees. That one will probably be oriented with the Trickster Path..

    And don't worry Rob, I'll take good care of your RoP baby! Especially since the campaign only spends 1/6th of the campaign on Golarion, as I've already mentioned to you. ;) Btw, did you get my message about a certain something being something so it can something the players, as based off the idea you gave me?


    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
    Crustypeanut wrote:
    Neither you or Jelani got picked up for that? Maaan the DM doesn't know what he's missing out on! I'll have to go check it out, I haven't gotten the chance to yet today.

    Yea, I know! Crazy =/ Anyhow if you decide to do that as the Trickster route, I might do Ali up as a Ninja that wields a scimitar.. thinking more like a dervish. Would we be starting at level 2?


    Male Huuuman. I think Expert 2

    Indeed you will be! I think thats a standard in Rob's Ruins of Pathfinder setting, and I have no intention on changing it. So expect a very similar character creation route as per his other Ruins of Pathfinder games, such as 1000 gp starting, 25 point build, level 2, and two traits.


    Sin Mage (Gluttony) 3
    Stats:
    HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

    You are making it hard for me to rein in my game count with upcoming awesomeness. On the bright side, though, I'm about to tag out of DMing our weekly group, so that will afford me more time. Though I'm starting to wonder if germ of a Molthune PbP will ever come to fruition as is.

    Oh, and to Rob, I'll try and have you something to look at no later than the end of this week in regards to the drawinating.


    Male Huuuman. I think Expert 2

    Hehe well I'm going to be taking a risk by attempting to DM two campaigns myself.. I was going to start a Psionic Rise of the Runelords not long ago, but decided to drop it due to technical issues with converting RotR to a Psionic campaign. Road to Damnation, however, is proving to be extremely exciting to create, to the extent that half of my dreams lately revolve around the campaign.. I cannae git it outa mah head.

    Oh and as a side note.. Nurgal, Charon, Dispater and Vildeis will all have roles in this campaign. Thought you guys would be interested in knowing this. I'll include this info in the Player's Guide I'm going to work on before I start the campaign, same place as I include my custom rules on Corruption. I'm kind of going with a Warhammer 40k: Black Crusade feel with the Corruption rules. ;)

    Anyhoo gotta get my S&S campaign updated, then I'll get a gameplay post here and in the Quest for Arcadia campaign.


    Male Huuuman. I think Expert 2

    Eeeeyyyy Guys:

    Ruins of Pathfinder: Road to Damnation Interest Check

    Just an interest check thread, nothin' more. Post your interest and character ideas there, so I know who to message when the recruitment finally begins! :D

    Lantern Lodge RPG Superstar 2014 Top 4

    Thanks for responding Talavuc. I'll NPC our erstwhile Erutaki until we reach the split point and you'll have an opportunity to catch back up with the party later should you so want.


    Sin Mage (Gluttony) 3
    Stats:
    HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

    What's the overall state of affairs in Hermea in the Ruins timeline? Far from anything approaching finality, but I may throw together a self-exiled Paladin from therein.

    I'll admit I had a momentary urge to play around with an Anti-Paladin of Rovagug; the premise there being that The Worldbreaker doesn't want any one stealing his thunder with the whole DESTROY EVERYTHING mantra and sends out some champions to right the world's problems he is not responsible for so there will be something left for him to pillage when he gets free. Even then, it's hard to make an Anti-Paly work with most groups, so I'll stick to something a little more heroic I think. I'm not sure the added Corruption mechanic would be as enjoyable with a character who is already corrupted, also.


    I will be requiring non-evil alignments to start. You'd have to make a case on why Dr. Pinkerton would hire you as well - what would you bring along to the group that would assist the expedition?

    Lantern Lodge RPG Superstar 2014 Top 4

    Hermea is relatively untouched by the cataclysms of Ruins. They are an isolated, insular community ruled by their dragon king, so much of the worlds problems pass them right the eff by.

    Lantern Lodge RPG Superstar 2014 Top 4

    Travel Marker Updated

    It may look like you're going away from the heart of the forest, but the path down is sort of a spiral because of the depression in the ground and the steepness of the ridges. You can compare your progress to the other maps in the campaign info tab to see how much further you have to go.

    Avoiding the thickets of fir trees will take you 1 mile south, towards the river, and .5 miles west before you catch back up to the main path. It will be more open terrain, giving you a further spotting distance, but Shor informs that it is a longer distance and is patrolled by fey scouts.

    The choice, ultimately, is up to you.

    Liberty's Edge

    Stats
    Spoiler:
    • HP 25/25
    • AC 20( T: 12/ FF:16)
    • Fort + 4|Ref + 2|Will + 2
    • Init + 2
    • Perception +1

    Hmm, so we go through the fir and risk encountering the monsters our guide mentioned, our take the long way around with no cover and risk getting spotted by the fey scouts.

    hmm, I'm leaning towards trudging straight through the fir and taking our chances with the monsters. We're definitely not sneaky as a group, so we'd certainly be spotted by scouts, and while they might be an easier encounter than whatever monster awaits, I'd rather not go out of our way to notify our enemies of our position.

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    My gunfire is going to alert anyone and everyone anyways.. so it doesn't matter to me. (Alas the main downside of being a gunslinger!)


    Sin Mage (Gluttony) 3
    Stats:
    HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

    Quickest path possible, I say. Seems to have been our (mostly) successful mode of operation thus far. Diceroller doesn't seem to agree with our stealth operations.


    Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

    Do we have any idea what the "Forest Elder" noted on the map is?

    Lantern Lodge RPG Superstar 2014 Top 4

    Yeah, that was discussed a ways back, I think when you first got the logging trail info from your first captives. It's the largest tree in the Darkmoon Wood.

    A knowledge (nature) or (local) check can provide further information:

    Knowledge (nature) 15; (local) 18:

    Several times taller than a temple minaret, the obviously ancient tree at the heart of Darkmoon Wood reaches into the sky with branches like a giant’s arms, while in the other it plumbs the earth with roots thicker than a man’s waist. Its limbs broad and strong, its bark thick and so richly colored as to almost be black, and its needles the size of shortswords, the giant thing is less a tree and more a cathedral of boughs and branches. Some of the local druids, in fact, actually consider the Forest Elder and its hanging branches a cathedral of sorts. The elder darkwood has a trunk 30 feet in diameter and stretches 400 feet into the air.

    The elder darkwood tree is the most ancient of its kind in Andoran (and likely one of the oldest on the continent). Said to have been carried as a sapling from the Hissing Jungle and planted here in the distant past by Deirzir, the Eagle of The First Way, the druids who once guarded the forest claimed this darkwood to be the root from which all Darkmoon Wood grew.

    Local tatzlwyrms occasionally make their lairs in the immense branches of this massive darkwood. While Greenfire druids frequently drive out those draconic menaces, others of their kind inevitably return. Why they are drawn to the magnificent tree remains a mystery to local druids and sages.


    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

    I'm a bit confused, what route would take us past the Forest Elder?


    Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

    I'm not sure either of the routes will take us past the forest elder, I was just curious what it represented on the map. I forgot the earlier description of it.

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    You know.. I have a sinking feeling in my gut about us going the quick way. I know I'm probably in the minority.. but I think we should take the long route. I'd rather face off against fey patrols than something likely lurking in the brush. Marcellano in character wouldn't care either way.. he could see doing either.. though he still doesn't trust the fey.

    Soo.. yeah. I vote long way.

    But if majority rules short way, I won't complain aboot it.

    Lantern Lodge RPG Superstar 2014 Top 4

    The winter portal is within short distance of the Forest Elder at the center of that white sphere on the map (which represents the border of the wall of winter.) The direct route will take you there in the shortest time. The long route will get you there after some detour along rocky hills.


    First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
    Stats:
    HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

    I can't really decide, but those idiots in sunday school when I was a kid always told me that the easy path's never the right one. Guess we'll go with that this time. Shortest path, ho!


    Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

    Ar'Zarrcal didn't say this, but another reason to take the short path through the woods is to prevent contact with Fey scouts. The other two fey we killed her Shor's relatives, these scouts could be as well. Do we really want to give Shor the difficult decision of choosing sides again?

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    What if Shor can get them to side with us, gathering us more allies?

    Though, by Marcellano's reckoning, Shor would more likely betray us. He don' trust 'em.


    Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

    The only way Ar'Zarrcal would trust Shor is if the little winter fey was bound with Thassilonian Rune Magic. Faeries by their very nature are chaotic and untrustworthy. (In Ar'Zarrcal's eyes)

    Lantern Lodge RPG Superstar 2014 Top 4

    It looks like a consensus is to go through the dense firs. I know Teladon is incommunicado for a little bit. Just want to see if anyone has anything more to add in-character. If not I'll move us ahead.

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    I've got nothing to add in character atm - Marc's keeping quiet vigil.

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    Hey also, Fenyx, we're awaiting your post in my Skull and Shackles campaign - you're up first.


    Sin Mage (Gluttony) 3
    Stats:
    HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

    Haha, just submitted. Mondays should start being more productive for me on the PbP front going forward; our weekly gaming group is reverting back to Sunday nights. Great success!


    Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
    Stats:
    AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

    Ordrud is still here and good with consensus. Serious lack of inspiration for a character post.

    cheers


    Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
    Stats:
    AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

    The google map doesn't appear shared. My post tomorrow morning

    cheers


    1 person marked this as a favorite.
    First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
    Stats:
    HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

    Nooooo, it's happening!

    OoTS

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    Funny how our dwarf is a cleric too..

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