DM-Camris' RotRLAnv 1: Burnt Offerings (Inactive)

Game Master Camris

Sandpoint and Outskirts | Lootsheet

THISTLETOP MAP


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And here we are. Once everyone dots in, we can get this show on the road.

Grand Lodge

F Varisian Ranger 1 | HP 12/12 | AC 17, T 14, FF 13, CMD 17 | F +3 R +6 W +2 | Init +6, Perception +6 | FE: Goblinoids +2

Thanks for picking me! I'm liking the looks of the party here too. This'll be fun. Can't wait to start!


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

Kitchel checking in here. This should be good fun! Thanks for the selection!

@Tif, how much coordination would you like to do? I'm happy to be from the same clan and to have set out at the same time if you like. If we knew each other before leaving then I'd be there to watch over you and keep others safe during transformations. Since I'll be heading to investigator shortly and dabbling in alchemy I'd be interested in what's happening to you and would use the experience to temper what I do in the future.


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

Hunter, Ranger, Bloodrager, Swashbuckler/Investigator, Wizard, and Life Shaman? Lots of ACG hybrid classes (4/6 PCs).

As I said in my submission, Wayland is going to take Lookout within the first few levels. It's great for a party with a diviner. I'll take it as soon as another PC wants to take it, whether that is level 1, 3, or 5.

Grand Lodge

F Varisian Ranger 1 | HP 12/12 | AC 17, T 14, FF 13, CMD 17 | F +3 R +6 W +2 | Init +6, Perception +6 | FE: Goblinoids +2

I would be down with picking up Lookout in the early levels. Unfortunately, I'm going to need Precise Shot for now so I would be down with grabbing it Level 3? If someone wants to grab it with you this level though, that's good too!

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

Edamm checking in. Glad to be a part of this group and it should be fun.

@Wayland, I might be able to coordinate to have Lookout by 5th, but if the build goes as planned I'm not sure how helpful it will be. I intend to be more forward of the group providing physical recon. But if it works out to be helpful, I'll do what I can to make it work.


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

I do like lookout a lot for feats, but I'm a melee ratfolk with another in the party, so there's so much reason to pick up paired opportunist at 3 and outflank at 5 if Tif is willing. Even more so as I've got a rapier and he hits hard. This level I need the fencing grace to make that melee contribution worth anything until I get the other two.


Female Gnome Shaman 3 | HP: 28/28 | AC: 15, Touch: 11, Flat-Footed: 15 | CMB: +0, CMD: 10 | F: +3, R: +1, W: +6 | Init: +0 | Perc: +10 (+12 w/Cal) [Low-Light Vision]| Channels: 2/4 | Active Effects: Life Link (Calin, Wayland)

Hello, everyone. Thanks for putting together such a great team, Silver, and thanks for picking me out of the other divine casters!

Lookout wouldn't make much sense for Trig at level 1, but I wouldn't be opposed to taking it at level 3 once our characters had adventured together for some time. It can't take too long for a grumpy gnome to take a liking to you folks... right?


Female CG Ratfolk Bloodrager 1 | HP 12/12 | AC: 15 Touch: 12 FF: 14 | CMB: 2 CMD: 13 CMD-FF: 12| Fort: +4 Ref: +1 Will: +0 | Init: +1 | Darkvision 60ft Perc: +4 Sense Motive: +0 | Speed 30ft | Bloodrage: 6/6 Lab Rat: 1/1 | Active Buffs: None

Hello, pleasure to be here!

@Kitchel: Coming from the same clan works for me. Are you up for being traveling merchants as how we earned money before getting pulled into the adventure. I can make clothes, and you can make alchemy things, and it'll give us another reason for being in town.

Dang, Outflank is pretty nice with swarming. Yeah, I'm up for that. I was planning to head for Improved Disarm as one of my bloodline feats but I don't mind waiting for that.


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

Sure, crafting alchemical items for sale as we're getting a hold on you being the new you and hunting down aberrations sounds good to me!

Outflank is great with swarming, and paired opportunist makes it even better. If I crit you get an attack of opportunity (outflank.) And because you get an attack of opportunity, I get an attack of opportunity (paired opportunist.) It requires that we be both adjacent and flanking the same enemy which is usually hard to pull off, but swarming gives that to us when we're in the same space. The +4 to hit whenever flanking and an additional +4 to hit for AoOs (which we'll be generating,) is just the icing on top.

Although, that'll be great whenever we get to it. If you want to get improved disarm along the way and put one of those off that's fine with me. I need to sneak combat reflexes in there somehow at some point and we should be doing fine even without that engine running for quite a while.

And now everyone's checked in. Should be a fun group to run with! I'm looking forward to it!


If anybody would like to introduce themselves, you can, otherwise I'll continue to opening the festival.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

Well, in real life my name is Jeremy Packer. I live in Southeastern Massachusetts and work in logistics (inventory).

I have been playing RPGs for well over 30 years at this point, mostly D&D related games, though I have also played several others. I have run many games over the years and I am currently running a Mummy's Mask PBP and a in person Shattered Star game (though that is very infrequent at this point). In addition I am playing in a Shatter Star AP in real life and a Skulls and Shackles AP as well.

This is the first time I am playing a dedicated scouting/skill focused character. I tend to play ranged and/or caster characters but I want to explore what the more tactical thinking type characters can do. I look forward to playing this AP for a long time and I feel this is still one of the best.

Thanks again for the chance to see.

Grand Lodge

F Varisian Ranger 1 | HP 12/12 | AC 17, T 14, FF 13, CMD 17 | F +3 R +6 W +2 | Init +6, Perception +6 | FE: Goblinoids +2

Oh. Er...did you mean introductions in here? I just made a character one. Woops.

Anyways, I'm actually only 21 right now and have been doing RPG stuff for about 6 years at this point. I'm probably super young compared to others here, and still extremely new to PBP games, so this will be a fun learning experience for me! I've mostly done Pathfinder and 5e though, and still not fully accustomed to either system yet (there's a million things for Pathfinder and I'm sure I don't know most obscure feats and archetypes for it.)

I usually do ranged and full casters/support caster though, so this kind of build is my bread and butter. Planning on going for the ultimate ranged combat bow feats and such, but still working out on what else I want for this build. If anyone has any advice for me though, I'm obviously going to listen and it'd be appreciated!

This should be fun though!

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)
Valerica Tematea wrote:
Oh. Er...did you mean introductions in here? I just made a character one. Woops.

And I made the assumption of here. I guess both work.


Haha, I did mean characters, but you do you.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

@GM TheSilverDreamer

Not sure how you want to deal with the leopard being in town. I was working with the idea that Edamm was in town a few days and she is going to the festival to remember the life in the caravan. Ponok would accompany her if its not frowned upon, but she is smart enough to know if it would make people uncomfortable.


@Edamm: In Sandpoint it's tolerated, you might get some funny looks but the guard is relatively familiar with animal allies. You would have gotten a warning on coming into town to keep Ponok under control and Ponok wouldn't be allowed in buildings, but otherwise you're good.


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

@Edamm, we're both going with high skill characters, so we should coordinate some perhaps to have the sort of overlap we want. It probably won't hurt me to be able to sneak along with you from time to time (which I'll be fairly good at as of next level,) but beyond that making sure we've got gaps covered seems wise.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

@GM TheSilverDreamer: Cool, thanks.

@Kitchel: Yeah, coordination is something I am on board with. I plan to spread the points around a bit, but having another heavy skill focused character should mean I can let somethings slide and focus more on others.

The plan is to go 1 for 1 with Disable Device, Handle Animal, Know (nature), Perception, Stealth, and Survival. The rest is spread around, with acrobatics, climb, swim, as well as know (dungeonerring) and know (local) getting good amount of attention. Most knowledge skills will have a little (being able to identify things is what I wanted a scout to be able to do) and linguistics a little as well.

I am flexible with a good amount of these, though the 1 for 1's are pretty much the basis of the concept (though Handle Animal and nature could be a little less).

As for you joining her up front, works fine. The concept I was going for is a scout that would be ahead of the main group significantly because the main group would likely not be as stealthy. She is not a loner by any means and if there is a second stealthy character (or more) she'd work with them as much as possible.


Female Gnome Shaman 3 | HP: 28/28 | AC: 15, Touch: 11, Flat-Footed: 15 | CMB: +0, CMD: 10 | F: +3, R: +1, W: +6 | Init: +0 | Perc: +10 (+12 w/Cal) [Low-Light Vision]| Channels: 2/4 | Active Effects: Life Link (Calin, Wayland)

For the first few levels, and probably even longer than that, Cal's going to be using Stealth to hide and avoid being out in the light as much as possible, just fyi.

I'm really excited about going in for the long haul on this one.

Also, hello, I'm James, but I also go by Rust. I'm a venture agent for PFS down in Florida, and have been playing Pathfinder for about 6 years now. Whenever I sit down to play new campaigns I usually wait to fill whatever positions need to be filled, and I'm really comfortable playing anything. Figured I'd take up that supportive position with Trig.


I promise I'm not going to make a habit of doing stupid easter eggs, I just couldn't resist this time.


Female Gnome Shaman 3 | HP: 28/28 | AC: 15, Touch: 11, Flat-Footed: 15 | CMB: +0, CMD: 10 | F: +3, R: +1, W: +6 | Init: +0 | Perc: +10 (+12 w/Cal) [Low-Light Vision]| Channels: 2/4 | Active Effects: Life Link (Calin, Wayland)

I like easter eggs, to be honest. Feel free to add them whenever you feel appropriate.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

No issue from me either.


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

Easter Eggs are fun, feel free to throw them in. There's such a slow pace with these forum games that it's not going to have an adverse effect on the mood I wouldn't think!

On another topic, I'm taking a look at the swarming ability for ratfolk now and trying to decide exactly how it should work here.

"Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares."

The second round of combat neither Tif nor I took the flanking bonus. I hadn't talked with her about which enemy we were going to attack and assumed it might be different ones (my crit made it irrelevant that round,) and then she attacked an enemy I clearly wasn't. Simple enough I suppose, but had I not killed mine perhaps I should have been taking it with the assumption that Tif would have followed up my attack with one of her own?

This round Tif did take the flaking bonus as there was just one enemy we were both attacking. That seems right as I would certainly have attacked it to if she hadn't (probably) killed it, so we both would have gotten the bonus I think. We were both focused on the same enemy, so flanking makes sense. It's not quite the RAW because they're kind of confusing (how does Tif know that I'll be attacking the same one if we act separately?)

Now that I'm following Tif to another enemy who's the only one that Tif might attack, I'm not sure whether to apply the flanking bonus or not. She's not attacking it this round (she already attacked,) but if it's up, it's clearly the next thing that she's going to attack (much like the last one was for me.) I was going to make the attack without the flanking bonus (and I probably will,) but I was wondering if you had any thoughts on how you'd like us to play this? How complicated should it be?

If I got to choose I'd love to have it just be that we're both threatening the same opponent and we agree that we're both going to concentrate our attacks (unless something like the opponent being disabled or moving away happens between attacks,) but I don't want to assume that's how you'd like it played. Unless there was a reason to assume that we'd be attacking different targets that would give us the flanking bonus most of the time we share a space (which was how I assumed the ability worked before reading more carefully,) but I don't know if that seems like too much.


Female CG Ratfolk Bloodrager 1 | HP 12/12 | AC: 15 Touch: 12 FF: 14 | CMB: 2 CMD: 13 CMD-FF: 12| Fort: +4 Ref: +1 Will: +0 | Init: +1 | Darkvision 60ft Perc: +4 Sense Motive: +0 | Speed 30ft | Bloodrage: 6/6 Lab Rat: 1/1 | Active Buffs: None

On mobile, so not being wordy:
Hmm. I missed the 'attack same target' bit. Can think of two ways to do it:

A) 1st attack doesn't get flank, but then 2nd, 3rd etc do
B) Agree to attack simultaneously, and can't change targets if one attack would have killed opponent.


This combat it turned out fine, because the prone goblin took a -4 penalty to AC anyways, so Tif hits even without a flanking bonus.

Here's what I'm thinking, similar to Tif. You could ready an attack, "When my ally attacks, I will attack the same enemy", and then the attacks are resolved simultaneously. Then you're risking wasting an attack, but you're also granting your ally what is effectively a free Aid Another, no roll required. Otherwise, you get flanking only if your ally attacked the same enemy on her previous turn that you are targeting now.


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

That sounds excellent! Thanks!


Alright, so I've just found out that whips are like ranged weapons only in regards to provoking attacks of opportunity, which means it shouldn't have actually taken a penalty to the combat maneuver check for attacking into melee. Without that it would have succeeded in tripping Edamm. Whoops. Nevertheless, that is my mistake, so the results will stand and I'll remember for the future.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

Mistakes happen. I am ok letting it succeed and Edamm being tripped. Its a fight with goblins, it supposed to be comical and being pulled from her feat would be funny to me.


Female CG Ratfolk Bloodrager 1 | HP 12/12 | AC: 15 Touch: 12 FF: 14 | CMB: 2 CMD: 13 CMD-FF: 12| Fort: +4 Ref: +1 Will: +0 | Init: +1 | Darkvision 60ft Perc: +4 Sense Motive: +0 | Speed 30ft | Bloodrage: 6/6 Lab Rat: 1/1 | Active Buffs: None

How do we want to handle common loot? Split everything up, or keep track of it in some shared doc.

So far, we've got 30gp, a small whip, 2 small shortbows, small studded leather, potion of CLW, potion of CMW, and the MW horsechopper (which I assume no-one else wants)

Grand Lodge

F Varisian Ranger 1 | HP 12/12 | AC 17, T 14, FF 13, CMD 17 | F +3 R +6 W +2 | Init +6, Perception +6 | FE: Goblinoids +2

Might be easier to throw it into a shared doc, just to keep track of it all. I imagine we’ll be selling what we can’t use as well?

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

I have a doc I've used in home games before, I'd be happy to do so again if everyone likes it.

TREASURE SHEET EXAMPLE


Post will be a little delayed today, I'm super busy. When there are multiple knowledge checks with increasing DC like that, you make one check and get what you meet or exceed.


Female Gnome Shaman 3 | HP: 28/28 | AC: 15, Touch: 11, Flat-Footed: 15 | CMB: +0, CMD: 10 | F: +3, R: +1, W: +6 | Init: +0 | Perc: +10 (+12 w/Cal) [Low-Light Vision]| Channels: 2/4 | Active Effects: Life Link (Calin, Wayland)

No worries.

And that treasure tracker looks perfect, Edamm. It's got my vote.


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

My mistake on the Knowledge checks. Fortunately, got a good enough result on the first roll.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

I am listing the horsechopper as going to Tif and I am taking the CLW potion, unless someone else wants it. I have updated the list, the link is below. Not sure where we would want the link to live long term.

RORL TREASURE FILE


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

That loot sheet looks great! I'm all for others taking the potions at this point (Kitchel doesn't want to be in the business of carrying too much.) Selling the non-horsechopper gear from the goblins seems like a good goal to me!


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

Who would we sell the goblin junk to?


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

Well, out of game logic agrees, but in game, I'd imagine there'd be a market for shortbows and small armor regardless of where it's from as long as it's in usable shape. We can probably scout around for general stores or arms and armor merchants tomorrow among the other things we might do. Checking to see if they're buying probably wouldn't hurt.


Female CG Ratfolk Bloodrager 1 | HP 12/12 | AC: 15 Touch: 12 FF: 14 | CMB: 2 CMD: 13 CMD-FF: 12| Fort: +4 Ref: +1 Will: +0 | Init: +1 | Darkvision 60ft Perc: +4 Sense Motive: +0 | Speed 30ft | Bloodrage: 6/6 Lab Rat: 1/1 | Active Buffs: None

I see the same thing in both links. Format looks good though.

Even if there are no small adventurer's around, the weapons can be used for kids, or taken apart and the bits reused.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)
Tif wrote:

I see the same thing in both links. Format looks good though.

Even if there are no small adventurer's around, the weapons can be used for kids, or taken apart and the bits reused.

HEH! Oops!

Lets try that again...

RORL TREASURE LIST


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

Sorry for the pause on my end! RL got busy as it does from time to time, but things have settled and I'm back.


Broken items are worth 75% of their normal value. Alternatively, they can be repaired either by magic or by a blacksmith at a cost of 1/10th base value.

It's probably worth bringing this up, I should have done it sooner, but I'm really not into shopping very much, especially in PBP I'm concerned about slowing things down. If anybody really does want to haggle with shopkeepers you can, but otherwise does anybody object to doing shopping out of character?


Female CG Ratfolk Bloodrager 1 | HP 12/12 | AC: 15 Touch: 12 FF: 14 | CMB: 2 CMD: 13 CMD-FF: 12| Fort: +4 Ref: +1 Will: +0 | Init: +1 | Darkvision 60ft Perc: +4 Sense Motive: +0 | Speed 30ft | Bloodrage: 6/6 Lab Rat: 1/1 | Active Buffs: None

That's fine. I assume you'll tell us if there's anything we want that can't be found easily wherever we are.


Male Logics Wizard 5/ Gamer 20+
GM TheSilverDreamer wrote:
It's probably worth bringing this up, I should have done it sooner, but I'm really not into shopping very much, especially in PBP I'm concerned about slowing things down. If anybody really does want to haggle with shopkeepers you can, but otherwise does anybody object to doing shopping out of character?

Thank You! This is always one of my fears with new groups. I do inventory for a living so keep track of things is easy for me, but slowing a game down to haggle over a few gold drives me mad.


Female Gnome Shaman 3 | HP: 28/28 | AC: 15, Touch: 11, Flat-Footed: 15 | CMB: +0, CMD: 10 | F: +3, R: +1, W: +6 | Init: +0 | Perc: +10 (+12 w/Cal) [Low-Light Vision]| Channels: 2/4 | Active Effects: Life Link (Calin, Wayland)

I am also fine with skipping over shopping trips. Trig does have access to the Mending spell, though, so on days she prepares it she can fix broken non-magical items given enough time.


Inspired Blade 1 | HP: 11/11 | AC: 19 | Panache: 5/5 | Initiative: +6 | Perception: +5

I'm fine with not dwelling on shopping in thread as well.


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

I was mainly curious about the plausibility of selling the low-quality goblin junk for RP/immersion reasons.

I don't enjoy haggling at all. I do enjoy immersion.

If it is necessary for game balance to assume that the stuff just somehow gets sold at X% of its book value, then that's what it is.

Grand Lodge

F Kellid Patient Ambusher 2 | HP 15/15 | AC 15, T 13, FF 12, CMD 15 | F +4, R +6, W +2 | Init. +3, Perc. +10 (+11 vs. traps)

Given that we will be conducing business, I will work out how we are splitting the treasure as we sell it around town. Anyone object?


Female Gnome Shaman 3 | HP: 28/28 | AC: 15, Touch: 11, Flat-Footed: 15 | CMB: +0, CMD: 10 | F: +3, R: +1, W: +6 | Init: +0 | Perc: +10 (+12 w/Cal) [Low-Light Vision]| Channels: 2/4 | Active Effects: Life Link (Calin, Wayland)

How many coins did Foxglove give us?

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