WR Rise of the Runelords

Game Master wicked_raygun

Loot
Cornfield Battle Map


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Welcome to the discussion thread. Please introduce yourselves.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Hey gang, super happy to be here, and play with some old friends and new faces. :)


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Hey guys! Excited to actually play in ROTR for a change! :D I know Amaya from some of WR's other games, and I'm looking forward to meeting more awesome players of that caliber!

When it's not during the holidays, I'm an animator by day, and pbp/pbem RPer by night (GMT+1). If I miss a tag, it's probably FeedDemon acting up and not sending on the posts, so feel free to poke me for a reply.

Mruf is laid back (if a little nervous around dwarves), perennially curious, and an old friend of Ameiko's from her adventuring days. Thanks for letting me try the gungineer class, WR! I've been DYING to try it.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Excited to play with you once again. :)

I'd love to hear how you feel about the Gungineer after a bit, I've always wanted to try it and never have managed to.

And I'm GMT -5 and am a Web Developer by day and comic writer by night.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Wanna welcome everyone again. I'll be the DM and a PC. This game is a continuation of an older ROTRL game that died right before we finished Book 1. I'll post to a link to the original thread if anyone wants to read it, but in the meantime here's a log I kept that summarizes everything.

I was originally only a player but I took over DMing when the original DM was on the cusp of burnout.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Okay, so what everyone here needs to know is that the events of Book 1 occurred with the original Heroes of Sandpoint returning victorious, having stopped the grave threat of Nualia. They also de-powered a Runewell of Wrath, located below the Glassworks.

Bruin and Beromar hung around Sandpoint while the other heroes went their separate ways. Beromar joined the city guard, becoming a Sergeant, while Bruin worked in the local chapel of Desna.

It's been nearly a year since the goblin attack and the town is revving up for a new holiday, the 1st annual Goblin Day--a pseudo-Halloween type of festival where children wear Goblin masks to "terrorize" the adults, who drive them off with sweets.

But before that happens, Beromar follows clues that leads him to believe that the countryside is being terrorized once again by the Sandpoint Devil. The mayor agrees to set a bounty.

Ameiko Kaijitsu puts out the call to some adventurers she knows and trusts and that's where the new PCs come in.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Greetings everyone, thanks for the invite!

I'm very easy going, so PM me if my role play rubs you the wrong way, in any way, and we'll sort it out. By day I push papers around California helping folks through Probate - but I've (almost) always got time to chat, and game. :)

GMT-7 I think, though daylight savings always throws me off. Pacific time in the US anyway.

Oh! I almost forgot, wicked_raygun, what do you like to see in the headers? I do very thorough status updates during combat, but some DMs also like things in the header. Happy to oblige.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

HP, AC and saves are the things I tend to need the most. For more detailed stuff I'll just look at your sheet.

And of course you can include any additional info that you need.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Welcome all! Here's Beromar... anyone have strong feelings about Combat Reflexes on a build with bodyguard?


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Slightly busy week for me, but I'll take care of moving my alias over and setting up my quickbar tomorrow/Thursday.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Sorry, guys. Flu wackiness plus holidays has kind of left me strung out. I will get back to posting on Saturday. Sorry again.


Just so we can have a little consensus, I'm going to say that most folks have no idea what a firearm is. They haven't become wide-spread yet. Amaya, being a friend of Mruf, will know. And I'll let Beromar decide if he's familiar with them, being a dwarf.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
wicked_raygun wrote:

Just so we can have a little consensus, I'm going to say that most folks have no idea what a firearm is. They haven't become wide-spread yet. Amaya, being a friend of Mruf, will know. And I'll let Beromar decide if he's familiar with them, being a dwarf.

He's not that kind of Dwarf so he has likely never heard of em...


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I started a Treasure Spreadsheet (link) for the party if that's cool.

It does a few things, like track our groups Wealth By Level which helps the DM slot us in, but it also helps us stay more or less even so no one falls too far behind. I'm happy to keep it updated as we collect loot.

Everyone can see it, and if you'd like to be able to edit it as well, just PM me your gmail address and I'll add you to the permissions list.

Wicked-Raygun, could you link it at the top of the page, or at least on the campaign tab somewhere so folks can find it easily? Thanks!


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Thanks for taking the initiative, Serolt! I am notoriously awful about loot.

Grabbing a pair of cold iron sai's (~4gp)

And maybe some silver brass knuckles (~42gp), if that doesn't feel too gangster (I suspect it might).


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Yeah, Serolt. Thanks for taking the time to make the treasure doc. I'll add it to the campaign page thread shortly.

And no problem with the sais or silver knuckles, Amaya.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin bought a Scroll of Communal Protection from Energy (Fire) for 700 gold. Paying half now and half later.

542.50 gp - 375 gp = Total 167.5

And, no, he has no plans on telling any of the party how much the scroll costs.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Awesome, thanks Serolt!

Mruf buys 2 silver weapon blanches and 2 cold iron weapon blanches, and uses them on his ammo.


A bit of a retcon. Originally we were going to Thistletop. But upon finding more lore about the Sandpoint Devil, I'm changing it to the Devil's Platter. On the maps, it's closer to the farmlands being terrorized than Thistletop, so there's that. Also the area is just really cool from an adventuring standpoint. So I'm calling an audible.

I'm guessing you guys won't mind since it's for the sake of awesomeness.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

To not make Beromar look like a complete fool we could get going to thistletop and then hear reports about it's new location on our way...


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Anyone here know wicked-raygun?

I dropped them a PM yesterday, but no answer, and they've been gone from the gameplay for over a week now with no notice. I see they posted in another campaign for a few days after ours, but that seems to have dried up too.

Starting to feel like we've been abandoned.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

WR mentioned being sick a while back - maybe he just has the flu or something. Or maybe he just has some life stuff to deal with. I'm reasonably sure he'll be back.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

I (and Mruf, for that matter!) have been playing on here with wicked_raygun for over 3 years, and I feel confident saying that he'll be back.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

He'll be back sooner or later!


Funny thing about living in Puerto Rico during a rash of rain storms. Your internet will occasionally decide to just not exist for a week. Couldn't post until the weekend, and by then I was backed up. So sorry for any delays. Catching up now.

But seeing as its late, I won't be able to post until tomorrow.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Welcome back! Bummer about connectivity. I hope it improves. :)


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Just wanted to let you know I'll be AFK most of Friday and possibly Saturday. Bot as needed! :)


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Just as a reminder, I'll be traveling and unable to post on the 20th. Bot as needed.


Can you guys check this link and make sure it's responding for you and allows you to move your icons.

Link to New Map.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Works for me!


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Me too! :)


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

I would have to check, but I'm pretty sure my character is the stealthiest. Unfortunately, I don't have darkvision, so scouting ahead isn't a good option here. So instead I figured we would head toward Area C together. Anyone have any different ideas?


Area C could be checked now, or we could wait. Personally I would prefer to check it first. Thoughts?


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

I don't like leaving unchecked doors behind us. I say we check C now, too.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I'm fine with checking C first.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Keeping Track of my spells...

Bard Spells Known (CL 5th; concentration +8)
• 2nd (1/2/day)—cure moderate wounds, glitterdust (DC 15)
• 1st (4/4/day)—feather fall, grease, liberating command[UC], silent image (DC 14)
• 0 (at will)—detect magic, ghost sound (DC 13), mage hand, mending, prestidigitation, spark[APG] (DC 13)

Cleric Spells Prepared (CL 1st; concentration +3)
• 1st—longstrider[D], sanctuary (DC 13), shield of faith
• 0 (at will)—create water, light, read magic


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Should have brought a gun. Stupid high Bugbear AC. >:|


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

The brutal part is that their AC was lowered because they're raging.


Will post tomorrow. Hopefully in the morning.


Haven't checked in for a bit because life stuff -- but did anyone else lose their update reminders. Mine suddenly disappeared.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Yes, it was broken for all. Just fixed a few moments ago.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Yeah I'd been wondering the last few days why no one was posting...


Serolt -- It took me a bit to find it, but here's the thing about taking 10 for identifying magic items.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Thanks a TON Wicked, for finding that link. Pretty obscure source, but I can see the angle behind the rule and of course I can't disagree with Jason. :) I've been doing it wrong for many many years... hehehe.

Thanks!


I wouldn't say you've been doing it wrong. It really isn't spelled out as well as it should be. It's a holdover from D&D 3.5, that just got ignored. And since resolving it at the table is easy enough to do, well, really, who cares, right?

So a player Takes 10 when he should have rolled--meh. It's just not that big of a deal in the long run.

In my home games, we roll the damage from critical hits once and then multiply it--doubling or tripling the result. We do that because I misread the rule when I was first introducing Pathfinder to my gaming group. Later I found out I was wrong. But we've been multiplying crits for so long, that we just said to hell with it and have been doing it that way ever since.

In general I try to play the rules as they were intended, but if I think something is arbitrarily dumb, I will call it out. For example, Arcane versus Divine scrolls--I could not care less. If it's on your class spell list, then that's good enough for me.

And then there's rule of cool. If I think something is awesome enough, I might very well allow it. And when I do that, I make a point to be upfront about it.

That being said, if I get something wrong, feel free to call me out on it like you did earlier. Although, I would recommend you do it in the discussion tab since it's easier to keep track of that way. It's important to me to have positive communication with my players.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Very cool all around. Thanks for the feedback.

I agree on the rule of cool too. In my campaigns, Role Play wins out over rules from time to time. And yes, as intended is usually better than strictly as written - when it's clear (which isn't always the case but often is). :)


I'll roll for initiative tomorrow. So if anyone has any last moment preparations, now is the time.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I'm ready! :)

... I hope.


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I have no idea if Tanglefoot bags allow you to target wings, but I love that idea so much, I'm going to let it happen anyway. Nice one, M.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Woohoo! :D

So long as it's not a, "I'm not stuck in here with you, you're stuck in here with ME" scenario...

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