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 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 just realized the group doesn't have anyone who can cast Mage Armor on Wabbit :( The little dodge-tank just became a LOT less tanky


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25 is more than acceptable for AC at this point, but you may want to consider either a wand, or maybe Kemras could add a mage armour for you. Depends on how much duration you need.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Investigator doesn't actually have mage armor on their list. A wand might work, but I don't know if any of us have UMD?


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Wabbit probably has UMD as a class skill, and he's charisma based. So that might do it.
Cleo has shield of faith +3 for 8 mins, or barkskin +3 for 80 mins.
There's also bracers of armour. I'm sure there's a way to do it.


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

yes Wabbit has UMD, although no ranks have been allocated to it as of yet. He has the lvl 1 Pearl which was lent to whichever arcane caster was kind enough to cast Mage Armor on him regularly.

The wand is an option although not optimal. Best would be a full arcane caster. I do not know if this AP requires it. But some APs basically require a full arcane and full divine to make it through. But Fox does a great job of altering things so maybe we can get through without one. However this AP revolves around ancient super-mages. I imagine a full arcane caster would be really nice to have if not completely necessary.

I have a full arcane that I could level down to fill that role. But having a player run 2 characters is not commonly done. So even though I'd be willing

A) Fox may be happy with our current setup

or

B) He/the group would prefer having an additional player instead of one of us running 2 characters


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I'm happy with our current setup. I strongly believe that 4 fighters could take on this adventure with very few issues (and also be a diverse enough party as well). Though I occasionally mess up, I do work hard to make sure that the encounters are balanced for the party (although this does not mean every encounter is balanced for each party member. Sometimes a fight is designed for one person to shine). The stronger the party, the stronger the encounters. If you guys were all charisma based dwarven bards and paladins this game would look very different. The hardest part for me is when one character is god incarnate, and another character is a mentally challenged donkey. I mean no offense to any mentally challenged donkeys out there, your strengths are just in other places. I'm not sure why you decided to max out Fly, but you did.

I'm very happy with Kemras as our resident lore expert, trap disabler, and swashbuckler, and I think he has a lot to bring to the table. I know you weren't calling him out, but he does have a foot in the arcane caster role.

There is theoretically room for a sorcerer or something of that nature, but I don't believe it's a necessity. If you guys really want one, I'd be willing to bring in a 5th. I suppose I groan mainly out of work. I'm a hard no for one player playing multiple characters in a single game.


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)

How about magical vestment? Cleo can memorize that and give wabbit +2 ac for most of the day. Its not +4 but it be something.

And Kemras is doing great as our loremaster. I truly do like the snarky attitude slipped in here and there :)


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I'd like to let you all know that starting tomorrow, I'm going on a mini vacation. I'm going to travel to a little prairie village of no more than 100 people, where my grandmother used to live. I won't have internet during my stay, so there won't be any updates. I'll be away at least until Sunday, but maybe Monday. I'm going to disconnect from the internet world, and try to move my legs a little and read.


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)

Sounds awesome. ENJOY!!!!


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

Unplug....and ENJOY!

I haven't read a book in so long...I do listen to copious amounts of audiobooks but finding the time to sit back and read a real book (hopefully not on a kindle) would be a rare treat.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Sit back and enjoy, DM.


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

And my comment about a full arcane caster was definitely NOT a criticism of Kemras. Kemras is great.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

No worries. I didn't take it as such. But yeah, Kemras isn't exactly on a full-caster level.


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Thank you, guys. No I don't have a kindle. I just to ye olde paperback. Most of the books I'm interested in are books about the medieval period. Surprise, eh? At home I listen to podcasts and youtube video essays, usually centered around medieval life, running d&d, and mythology.

If you guys want to deliberate about bringing in an arcane caster (I would recommend a charisma caster, but intelligence wouldn't be bad), you're welcome to. We'll pick up Sunday or Monday and go from there.


Time to rough it!


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Hello everyone, I have returned. I had a pretty good trip, but was happy to return home. I spent a significant amount of time plotting a campaign I've been meaning to create for years now. It's an all-Dwarf campaign centered around taking back the Sky Citadel located in the Hold of Belkzen, followed by a deep deep dive underground to the origins of the Dwarves. Looking at levels 7-20+. Not sure when I'll run it, but one day.

Looks like no 5th. Not an issue at all


Quest for the Dorf Fortress! Boatmurdered ahoy!


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Welcome back, GM. Glad you had some fun out there.


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
DM TreasureFox wrote:

Hello everyone, I have returned. I had a pretty good trip, but was happy to return home. I spent a significant amount of time plotting a campaign I've been meaning to create for years now. It's an all-Dwarf campaign centered around taking back the Sky Citadel located in the Hold of Belkzen, followed by a deep deep dive underground to the origins of the Dwarves. Looking at levels 7-20+. Not sure when I'll run it, but one day.

Looks like no 5th. Not an issue at all

Sounds perfect for after the Cobbled Shield saves the world ;)


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I'm glad there's a little interest for that campaign! I'll make sure to let you know when I plan to run it.

On the topic of after the Cobbled Shield saves the world, I mean we'll cross that bridge when the end is actually in sight, but I do have ideas for how to continue the campaign past level... 16 I think? No, 18th. At this point in time it's not worth writing about, but it's lingering in the back of my head.


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Bacon the Boar Gawd!


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Surely the boar god would be against bacon... right?


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 out on any religion that prohibits bacon


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For those who might be having difficulties imagining the scale of the earthquake, I would rank it at a magnitude of 4.0 from what you're feeling. Enough tremors for you to wake up, but not enough to do anything significant.


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By "a moment", I mean
- Make tea
- Chat with my mother
- Contemplate the definition of "now"
- Eat lunch

But I did it, loot list is updated


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I noticed that opening the rough map of Fort Rannick had some problems, and I think I've edited the permissions such that everyone can access it now.


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Treasurefox Homebrew Unicorn:
This magnificent beast looks like a small white horse, but with a goat’s beard and a single long ivory horn on its brow.

Unicorn
CG Medium outsider (extraplanar, good)
Init +4; Senses darkvision 60 ft., scent, detect good; Perception +10
Aura magic circle against evil

DEFENSE
AC 18, touch 15, flat-footed 13; (+4 Dex, +3 natural, +1 dodge; +2 deflection vs. evil)
hp 26 (4d10+4)
Fort +6, Ref +8, Will +6; +2 resistance vs. evil
Immune charm, compulsion, poison
Special Defense Unicorn's Curse

OFFENSE
Speed 50 ft.
Melee gore +8 (1d6+2), 2 hooves +3 (1d3+1)
Space 5 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d6+4), lay on horn +8Touch (4d6 positive energy)
Spell-Like Abilities (CL 9th)
Constant - detect good, freedom of movement, pass without trace
At will—detect evil (as free action), dancing lights
1/day— greater teleport (within its forest territory, can bring a single humanoid on its back)
1/week - plane shift (celestial planes or material plane only)
Lay on Horn - 4d6 3/day, mercies (fatigued, diseased, poisoned)

STATISTICS
Str 14, Dex 19, Con 12, Int 8, Wis 21, Cha 24
Base Atk +4; CMB +6; CMD 21 (25 vs. trip)
Feats Weapon Finesse, Dodge
Skills Acrobatics +11 (3r), Escape Artist +11 (3r), Perception +12 (4r), Stealth +16 (4r), Survival +11 (+14 in forests) (3r), Swim +8 (3r); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages intuitive language (virgin good-aligned women only)
SQ magical strike, wild empathy +17, medium rider, forest guardian, unicorn curse

SPECIAL ABILITIES
Magic Circle against Evil (Su)
This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.

Magical Strike (Ex)
A unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.

Wild Empathy (Su)
This works like the druid’s wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.

Medium Rider (Ex)
A unicorn may bare a single medium humanoid on its back, but the humanoid must be carrying no more than a light load, and the unicorn cannot be carrying any other items.

Forest Guardian (Su)
A unicorn may designate a single forest as its territory. When it does, the unicorn considers that forest as its native plane, and therefore loses the extraplanar descriptor. This only functions when inside of the unicorn's territory, and the unicorn can only designate a single territory at a time.

Unicorn Curse (Su)
If the unicorn is slain in its territory (as Forest Guardian), it can as an immediate action attempt to curse a single creature that slew it, or had a hand in slaying it. The target must make a DC19 Will save or be permanently blinded and deafened, and is considered an evil outsider for the purpose of spells and abilities such as smite evil, detect evil, and holy smite. The save is Charisma based, and has the good and curse descriptors. The target does not have to be within sight of the unicorn, but must be on the same plane.


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I'm re-reworking troops. I'm trying to add mechanics for troop leaders, as well as streamline the construction of troops. Instead of more HD, I'd rather give them "tricks" kind of like animal companions, and a troop subsubtype to bestow proper hit points, bonus on saves, etc. I'm sort of okay adding one special leader action per troop turn, but I don't want a troop leader doing full turns themselves. I'd rather just give passive bonuses to the troop itself.
For instance, a warrior troop leader bestows +2 damage to either a troop's melee or ranged attack, a +2 bonus on saving throws against fear, and the improved critical feat to a single weapon. However, a tactician troop leader has a 1/day ability to rally the troops, healing 2*base-creature's HD and curing shaken and frightened conditions. (The tactician will get some other stuff as well, I'm just not sure what). Is the rally like a free action during the troop's turn, or is it a sort of special leader action? Like the leader gets to do one thing per turn? I dunno. If I give the tactician a leader action, does the warrior leader get like a single attack against a non-troop enemy? Does the mage get to cast a spell? Gahhhh
The leader has stats, and can be targeted by single-target stuff. If they die, the troop is confused. This is to represent "cutting off the head of the snake". Of course the leader will be more competent than the base creature.

Does it really matter? I'm not really doing mass combat. I just have a lot of gobbos.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

If I knew more about the nitty-gritty mechanics, I'd offer to help, but as it is, all I can say is this: and us without any arcane casters for the AoE stuff.


Pig troop

Charge! Pigs can either trample,bull rush or overrun
Wallow:make ground difficult terrain that they can still move through.


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Splash!

It isn't very effective


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Oh and I did add a mechanic so those who kill single targets in the troop are still capable of contributing. It would take a long time, and a lot of effort, but an incredibly powerful fighter could eventually kill off a troop.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

I've been waiting to use that spell. It's pretty great.


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It's a neat spell for sure. Lots of versatility.

I'm doing weird things with this troop, as you may notice. I haven't got it all figured out, but here's what I'm working with at the moment.

Ranged attack
- Against another troop: Make a ranged attack, if it hits, deal weapon damage normally
- Against multiple non-troop targets within a 40ft radius: Make a ranged attack against each target. If it hits, deal weapon damage normally.
- Against a single non-troop target: Make a ranged attack against the target. If the attack misses, deal weapon damage. If the attack hits, consult the fancy AC table to determine damage. The higher the target's AC is, the less damage is dealt.

AC 9 or lower: Quintuple damage
AC 10-17: Quadruple damage
AC 18-27: Triple damage
AC 28 or higher: Double damage

Melee attack
- Against another troop: Make a melee attack, if it hits, deal weapon damage normally
- Against multiple non-troop targets within a 20ft radius: Swarm into the 20ft space (this provokes attacks of opportunity). Make a melee attack against each target. If it hits, deal weapon damage normally.
- Against a single non-troop target: Swarm into a 20ft space that includes the target (this provokes attacks of opportunity). Make a melee attack with flanking. If the attack misses, deal weapon damage. If the attack hits, consult the fancy AC table to determine damage. The higher the target's AC is, the less damage is dealt.

Things I have not yet considered:
- Troops of spellcasters (magic missile, fireball, ray of sickness, cure light wounds)
- Combat maneuvers
- Leaders, and cutting off the head of the snake
- I made a rule for determining hitpoints, hit point threshold, and single-target damage... but I forgot it. I mean I wrote the results down for myself, but I never wrote how I came to the conclusion I did. Very frustrating.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

What sort of miss chance is there shooting through the waterfall at the troop?


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Concealment 20%, I normally roll 1d100, and if it's 20+, then it's a hit.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Sure. Thanks.


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Hey guys, I'm sorry for my absence. I'm having a hard time right now, and I'm feeling overwhelmed by everything. I hope to catch up and post today, but I can't guarantee it.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Hope you feel better, DM. Don't feel pressured to jump back into things if you don't feel ready.


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

Take your time..Breaks are good. We'll be here when you're ready to resume


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)

No worries sir, and no expectations! Rest, relax center yourself however works, and as Wabbit said, we'll still be here.


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)

Divine Interference is amazing! please remind me of it when we hit the right level.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Oh, wow. That is good.


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I keep meaning to finalize the charity system, which includes a feature very similar to Divine Interference. Some one please respectfully nag me until I do it Lol


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Oh! And I also keep forgetting to mention, Wabbit. If you ever decide to, I'm cool with you enchanting your clothing.


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

Sounds good particularly as we're proceeding without a caster with access to mage armor.

Will that take take a "slot" or basically be handled like ceremonial armor?


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Think of it like armour, but with +0 everything, unlimited dex cap, and it doesn't screw with your "no armor" abilities. I will need you to select an actual outfit, however.


Cleo could take the healing wand

Reprinted loot list:

Enough food to last the Cobbled Shield 2 months
- Containers for water
- 24 bedrolls
- 10 antiplagues
- 3 potions of Remove Disease
- A wand of Cure Light Wounds (50 charges)
- A wand of Resist Energy (50 charges)
- 1200 crossbow bolts
- 600 arrows
- 6 mwk heavy crossbows
- A mwk tower shield with an adamantine bottom spike
- 10 bandages of rapid recovery
- 5 healer's kits
- 2 potions of invisibility
- 6 war paints of the terrible visage
- 2 ioun torches
- 2 nightdrops
- A traveler's anytool
- A bird feather token with a quill, a blank scroll, and a small bottle of ink
- 10 heatstones
- A signal horn
- A 30ft hemp ladder with pitons and hammer
- 10 cold-weather outfits
- 10 filter scarves
- 4 bags of caltrops
- 4 doses of alchemical grease


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For those who may be wondering about the adamantine bottom spike, do you know what a Pavise is? It's basically a tower shield used by crossbowmen as a sort of mobile cover. You plant the pavise in the ground, and reload safely behind it. I've added a spike made of adamantine, which will allow you to firmly plant the shield in pretty much any terrain, which will free your arms for shooting and reloading.


Or make a good lockpick if removed.

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