Treasurefox's Rise of the Runelords (Inactive)

Game Master TreasureFox

Sunday, the 5th of Kuthona, 4711AR
Cloudy, strong wind (northwards).


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Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis is tempted to give Bacon ALL THE SHROOMS


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Be careful with your drug use!

I'm going to continue the game either tonight or tomorrow. Hopefully Andreste gets a post in before that.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Oh, quick question, distracted elsewhere, the amulet isn't the same size as the impression in the door is it?


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It totally is the same size

Liberty's Edge

Male Human Commoner 2

Weird, still getting the error on Paizo site with Edge. Seems ok in chrome, so whatever.... post coming up.


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

I'm tempted to go with architecture since there are still so many living examples of it to study, but I think magical traditions are much more in keeping with her studies, so I'll go with that.


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Totally cool with that. My recommendation would be to use your Lore for something that you don't plan to max. Arcane traditions will usually have the possibility of making an arcana check rather than just history. Generally I'll lower the DC by 5 for any Lore skill.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

OK, am I wrong here? I was under the impression that this and the orphanage were different structures.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Orphanage is a different structure runs by sarenites


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

The one that wouldn't let you in?


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit went to two orphanages...The Gull, our present location, which wouldn't let him in. The Sarenite orphanage was virtuous and promising.


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Wabbit is correct.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis is developing a conscience I did not expect.


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To be fair, it's a bit hard not to have a conscience that situation.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Yes, but Janis is kind of wanting to fund the orphanage, and considering on making good on that promise by becoming a vigilante


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I'd like to take a moment to talk about traps and the trap that we just went through. As you can see, I'm experimenting a bit.

My main motivations are:
- I want traps to feel more dynamic and interactive
- I have a specialized trapfinder in the group
- I really like making traps

Perceiving the trap:
Depending on the trap, I think some should be hidden, while others are obvious. A pit trap could have a dressing made to camouflage it, therefore making it hidden. A log swing or walls with swinging axes probably won't be hidden well. Some traps behind doors might not be able to be perceived without something like Clairvoyance. Illusions could be used to hide a trap as well, but that's pretty significant.

Understanding the trap:
For mechanical traps, I'd like to use Engineering. For magical traps, I'd like to use Spellcraft. For traps that are quasi-natural hazards, I'd like to use Survival. This allows other characters to help with the trap in question. For those looking to be knowledgeable on all things traps, I would recommend Lore (traps).
I do want to mention that while understanding the trap is useful, it is not a requirement. See Disarming a Trap for why.

Disarming a trap:
I'm defining 'disarming' here as 'making the trap useless'. This isn't the same as bypassing the trap, which I'll get to. Disarming a trap might look like setting up a portable bridge over a pit trap, cutting the rope of an intricate mechanical trap, dispelling a magical trap (by means of disable device), slowly taking apart gears, tripping the trap with a 10ft pole, or carefully neutralizing an explosive agent. If I think a roll is required (which it doesn't have to), then I'll usually ask for a disable device check.

Bypassing a trap:
I'm defining 'bypassing' here as 'going past the trap without tripping, destroying, or disarming it'. This could be as simple as crawling under a trap that shoots poison darts at human chest level. It could involve teleportation, a fly spell, or anything that gets you around the obstacle. Depending on the trap's form of reset, tripping the trap intentionally, then booking it through the area before the trap resets could be considered a bypass. Bypassing a trap usually requires some understanding of the trap in question.

Accidentally tripping a trap:
I tend to give a trapfinder a perception roll if I'm moving the party along and it would have them trip a trap. I find awkwardly waiting for someone to explain exactly how they move does not work well over forums.
Depending on the trap in question, I will write something like *Click* or *Snap*. You guys will have a split second to react. It's somewhere between a swift action and a move action, but not quite either of them. Here's what I mean: If a trap is tripped, an appropriate reaction would be to start backing up, or falling prone, or raising your shield, or leaping forwards, or casting a swift action spell. Taking a move action to move 30ft backwards wouldn't be appropriate, but taking a move action to fall prone would. Do you see what I'm getting at? I think rolls to understand the trap would take a penalty, something between -5 and -10 if you are also trying to react at the same time.
Depending on the reaction taken, you might gain a bonus against the trap, you might completely avoid the trap, or you might take a penalty to the trap. For instance, if you fall prone and the trap is a hidden pit trap, you're going to need a pretty amazing reflex save to get out of that situation. If you raise your shield against a poison dart trap, you'll get a bonus to your AC. If you back up against a hidden pit trap, you'll get a bonus to your reflex. If you leap backwards against a wall-mounted saw blade, you're flat footed.

I hope this gives everyone a bit of an idea about what I'm going for. As always, this is an experiment. If people approach me and ask to revert to the original rules, it's likely that I will oblige them.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

I'm good with your trap approach. Certainly more interesting than what's normally found in the APs.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Hello. Sorry, came down with something over the weekend. Put me down hard for a few days.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Neat trap.


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Sorry to hear that, Janis. I hope you're back to your usual self by now.
And thanks, hopefully you'll get to play with the next one.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

What's the knowledge skill roll on understanding what any of the drugs are... not that Cleo has any.

Glad you are feeling better Janis!


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Craft (Alchemy). Same with poisons
Otherwise you just gotta pop a pill or take a snort and find out!


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Derro, so these things aren't shadows they're some kind of rogues? I thought they were the thing we fought upstairs.


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They're little emancipated Gnomes with about 1000 buffs and drawbacks. I've changed them up a fair bit. Also yes, all of them are rogues of some sort.

At the beginning of meeting Bizza, you guys were too far away to make out any details. That's changed now that light's been shone on them.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

I'm sorry I've been so spacey. I'm stuck in a loop of not knowing what to do and procrastination.


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I'm sorry to hear that, Janis. I hope you're aware that if I bot you, I mean no offense. I'm just trying to keep things moving. If there's anything I can do to help you, please let me know.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

No no, I get it. I'd do the same thing.


We're all in the same boat. Stay safe.

Liberty's Edge

Male Human Commoner 2

Home sick today, hopefully can pick up tomorrow.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet
Reckless wrote:
Home sick today, hopefully can pick up tomorrow.

feel better.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Ugh, hope you feel better!!!!


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

We are giving up WAY too much money.


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From a narrative point of view, I'm really glad that you are. There's such a huge gap between PC wealth and NPC wealth as written. Having you sacrifice a meaningful amount of money makes it, well, meaningful. From a narrative perspective.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Yep, but from a mechanical, this gonna hurt. Anybody up for a heist?


Maybe we should go straight into little adventures like this? Heists, saving people/kids, building temples and orphanages. We're off onto our own direction really.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

I don't hate that idea but after five years I also don't want to give up the storyline


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

before this become s a thing like it did with cleo, is there anywas I can convince you not to keep the money? Janis is a spendthrift thief who sees no problems giving that kind of cash away because he'll just steal more, he doesn't give a flying F about being reimbursed.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

no worries. You and Cleo contributed to the orphanage b4 I could post I was just trying to do my part.

next subject...I think we can go on with this tangent storyline without giving up on the overall AP.

Heist?? I'd prefer cleansing a temple for the kids and then resuming the AP storyline. In gametime we haven't delayed the AP much with this tangent. We can follow the AP and still do random acts of hero-ness


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Sorry, I meant to keep the money not not to keep the money


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I'm pretty sure we're nearing the end of our little tangent. I'll be tying loose ends relatively soon, then montaging through travel. It won't be 'lightning' quick, but we'll be back on track, I'm sure.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Ahh, I've been dying to rob the treasury


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I don't think that one's gonna happen my dude, sorry


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

I'll try to sort through and fix my list of prepared spells for the next day tomorrow.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

I'd kinda like not to skip this as this was part of the party's plans for today to try and find that hidden magic shop.


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I don't want to skip it either, but it may have to be done in the background. You're the only one who's bothering with the hidden shop, and I won't make 4 people wait on 1 person for long.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo was into it earlier and made good progress ( I think at least ), but with the kids now she has other priorities.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit was into the search for the magic shop as well....but the kids have taken over as his priority.


Make the kids our spy network! Our little birds!


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Furnok of Ferd wrote:
Make the kids our spy network! Our little birds!

Different game! Could definitely fit in Hell's Rebels.


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Hello all,

After plenty of time, work, and encouragement, I have officially stepped into the career of a professional GM. This is something I've been dreaming of for many years, but even two years ago I didn't believe I could ever achieve it.

I'm opening up an online "table" for 3 to 6 players and I to talk about what kind of game we'd like to play together. I'm focusing on building a group of friends who can support each other and really be part of a team inside and outside of the game. The games I offer may include custom-made settings and/or campaigns depending on what everyone is interested in, and I offer 6 different TTRPG systems to play in. I believe my prices are more than reasonable, and are competitive with other professional GMs.

If any of this interests you, I ask that you take a look at the online table I currently have up on tabletopwizard. Also feel free to check out my profile for additional information regarding what I'm trying to accomplish.

As always, this forum game of Rise of the Runelords is and will always be 100% free to play. You are always welcome here.
If you have any questions or concerns, please send me a message either here or on tabletopwizard.

Happy Gaming,
Nathan (TreasureFox)

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