Ironperenti's Rise of the Runelords Campaign

Game Master Ironperenti

The Roll20 maps link is HERE

Treasure tracker is HERE

Player notes: Player Notes

Calendar is HERE

Market Bargains:

Market Bargain Hunting (you may search for a bargain once per week) d20 Roll
1–6 A piece of adventuring gear, clothing, food or drink, or trade good of your choice (chosen from any in Pathfinder RPG Ultimate Equipment) at 10% its normal price.
7–12 An alchemical item of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
13–16 A weapon of your choice (to include expert or masterwork) at 10% its normal price.
17–19 A potion or scroll of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
20 A magic item of your choice at 10% its normal price.


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Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

@Ironperretti
So, at this point it looks like w would head back towards the base. Could we tackle one of the side adventures at this point? Particularly the one we abandoned because w were underpowered?

The maps suggest that there are a number of such side adventures. Could we get a list of what is available as side adventures and what is next on the main adventure path?


F Human Varisian Bard 9 hp 62|62 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

How long are we staying at the Fort?
Kizzy would like to get a restoration done sooner rather than later - still down two levels!


Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

I think we need to go back to Magnimar to offload this loot and go shopping. The question is can we abandon the Fort for now? Forest already put forward the idea that we need to att least send to Magnimar for reinforcements for the Fort.


F Human Varisian Bard 9 hp 62|62 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Kizzy can study in the library as we wait reinforcements; just rather not go into the e next fight two levels down, but happy to take a break and rest here at the Fort


Thought Thief 5 / Invest 4 | HP 90/90 | AC/T/FF 19/15/14 | FRW 6/12/8 | Speed 30' | Init +5 Perc +13 | Base Atk +5; CMB +5; CMD 20

How far away is Magnimar?


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 7/8

I'm also keen to get Kizzy restored, and am happy to cast the spell if we can get the material component (1,000 gp of diamond dust). This probably requires going back to a major city. It will also take a week, because you can only regain one level per week this way (so, cast restoration, wait a week, then cast it again).

I am happy to sell the cloak of charisma to finance the cost of the spell.


DM / GM / The man behind the curtain

This adventure is far from done and your actions or inaction will trigger certain events. Being a team sent to check on the fort, one would think an update back to Magnimar would be in order. At the same time, setting things up to ensure the fort has a garrison is probably within your directive. You are a week from Ilsurian which is a large enough town to find the diamond dust.

Regarding side quests of a sort. The most notable is the weather. It is winter and if anything it should be snowing but the temperature is staying just above freezing and raining. The storm clouds were building for at least a week as you could see them massing as you traveled here. They moved south and broke the day before you arrived at Turtleback Ferry. A cursory glance at the map table of the patrolled areas of mountains you can surmise the storm was building over Stoval Deep. However, if it is not natural, why?


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

Have we completely explored the caves? There was an entrance to the east of the fort if I remember correctly.

Wouldn't we need to visit a city to recruit new residents for the fort? Is Ilsurian a good place to do that?


Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

Hmm. Did one of our cats have overland flight? Z? I think we need to go to Magnimar if we want to sell everything, lost of gold value and all, but if someone had overland flight maybe they could fly to Ilsurion with request for immediate backup from them and letters to be sent to Magnimar? They could also pick up the diamond dust and whatever else we need in the short term.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

No flight here. Just a lowly inquisitor.


Thought Thief 5 / Invest 4 | HP 90/90 | AC/T/FF 19/15/14 | FRW 6/12/8 | Speed 30' | Init +5 Perc +13 | Base Atk +5; CMB +5; CMD 20
Forest Hunt‎‎‎er‎‎‎ wrote:
Hmm. Did one of our cats have overland flight? Z? I think we need to go to Magnimar if we want to sell everything, lost of gold value and all, but if someone had overland flight maybe they could fly to Ilsurion with request for immediate backup from them and letters to be sent to Magnimar? They could also pick up the diamond dust and whatever else we need in the short term.

Yep, someone did. Spent a boatload of money on 4x Flying Ointments, 1 of which was already used in the battle. But yeah, Konrad has 3 left.


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 7/8

I'll go wherever I need to go, just let's make up our minds and move forward. :D

I dunno how we "recruit" new rangers, that may be Vale's job now. It's not like we can just roll into a town and say "Hey! You! You wanna go live in a fort in the remote wilds, that was until recently occupied by an ogre family? There's no pay and you have to rebuild it yourself, plus you're the first line of defense for the communities in the valley."


DM / GM / The man behind the curtain

It will take someone using overland flight 2 full days to reach Ilsurian. That's with 8 hours of flight. If using two spells they could do a forced march. Since it is easier than walking with a pack on your back the base DC is 5 and +1 per extra hour pushed.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2
Isabella Monstrance wrote:

I'll go wherever I need to go, just let's make up our minds and move forward. :D

I dunno how we "recruit" new rangers, that may be Vale's job now. It's not like we can just roll into a town and say "Hey! You! You wanna go live in a fort in the remote wilds, that was until recently occupied by an ogre family? There's no pay and you have to rebuild it yourself, plus you're the first line of defense for the communities in the valley."

My thoughts exactly. But I think we just want to bury the dead and head toward Ilsurian for right now. Figure out the rest once we get there.

I did notice that GM Ironperreti said we helped Vale gather the rangers, so the fort will not be totally undefended. How many, I wonder?

No idea if we need to hurry to Ilsurian. I'd be happy with just doing a forced march by foot, or building a raft and sailing down there. There is a river that leads there and from the map it looks downriver. I do get the sense that if we do not deal with the oncoming hoard, the fort will be attacked and overtaken again, probably in the near future.


Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |
Konrad Valdemar wrote:
Yep, someone did. Spent a boatload of money on 4x Flying Ointments, 1 of which was already used in the battle. But yeah, Konrad has 3 left.

Yeeeeeeesh. Well, probably not worth the *looks up price* 9k gold it would cost for a round trip.

Runt, I think when he said gather the rangers he meant the dead ones bodies =/ But I could be wrong.

Does Forest/Konrad/Vale know of any other ranger outposts nearby that might be staffed?

I'm torn on what we should do. I want Kizzy fixed up and we need to send out communications, but Iron implied inaction at this point could be bad.

Z's birb has 10 int at level 9 and I don't think familiar's have a range before they just die or something, maybe we (or some of us) ride for Ilsurian, and the birb delivers a letter to Magnimar, while the rest of us try and scout what we can about the bigass storm over the bigass lake?

If we spent two days cleaning up the fort, Isa probably could have Make Whole-ed the primary/critical defenses.

Sorry, I'm not trying to overcomplicate things or be indecisive, I didn't know we'd be coming here when I tied Forest so closely to the general area so it's important to him lol.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

Splitting the party sounds like a bad idea. It's boring sitting through an entire combat as a player and is dangerous as a character. It also complicates things for the GM.


Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

Tru tru. I'm probably over thinking it lol


Thought Thief 5 / Invest 4 | HP 90/90 | AC/T/FF 19/15/14 | FRW 6/12/8 | Speed 30' | Init +5 Perc +13 | Base Atk +5; CMB +5; CMD 20

So we get things kinda sorta into the best shape we can, and then off to Ilsildur to get diamond dust?


DM / GM / The man behind the curtain

You gathered the rangers' bodies, my apologies for confusion.

I think I can handle a split but it would create greater chances for confusion.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

I'd rather stick together. You end up in situation where on party spends a day travelling while the other is locked into exploration of a dungeon and I'd just rather take the chance that leaving the fort to itself for a week or two causes problems.


Thought Thief 5 / Invest 4 | HP 90/90 | AC/T/FF 19/15/14 | FRW 6/12/8 | Speed 30' | Init +5 Perc +13 | Base Atk +5; CMB +5; CMD 20
Runt PbP wrote:
I'd rather stick together. You end up in situation where on party spends a day travelling while the other is locked into exploration of a dungeon and I'd just rather take the chance that leaving the fort to itself for a week or two causes problems.

Agreed


Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

Phew. Finally got Forest profile updated to 9 (Brawler 1/ Fighter 8). I used the Fighter level 8 combat feat retrain to replace with Shield Slam, took Improved Critical (Longsword) as my Fighter 8 Combat Feat, and took Iron Will as my level 9 progression feat. We're at Dominate Person levels so I need to start fortifying Forest's Will save.

Since there's a few important things we need in Ilsurian, what was the gold limit for the town?


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 7/8

I thought we were level 8.


Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

Are we? I dunno how I messed that up lol


F Human Varisian Bard 9 hp 62|62 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

I thought we just leveled up; brought us to level 9?


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 7/8

I'm very confused because there are other folks at level 8 as well. Cannot keep track.


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Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

What if everyone just picks their own preferred level? I think Forest is a lvl 13 fighter with 3 mythic levels at heart.


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DM / GM / The man behind the curtain

Forest is on it even though I forgot to mention it. You did hit level 9. My apologies. I thought I had posted it.

Level 9 if you have not done so already.


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Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 7/8

I suspect you did and it was just buried in the flurry of posts about "what do we do about the fort?"


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Thought Thief 5 / Invest 4 | HP 90/90 | AC/T/FF 19/15/14 | FRW 6/12/8 | Speed 30' | Init +5 Perc +13 | Base Atk +5; CMB +5; CMD 20

LOL well I pretty immediately wrote to IP and asked if that included "me too"

But I also think that because it was only mentioned here in discussion, even though there were a few responses, it got lost in the discussion of the distance to Ilurian: LINK


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Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

Runt is leveled up and so are her summons.


DM / GM / The man behind the curtain

Should be level 9. Thought i saw a 10 in Zherxikas’ header


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14
Ironperenti wrote:
Should be level 9. Thought i saw a 10 in Zherxikas’ header

A mistake in copy over I guess.


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 7/8

Level 9: Cleric 9

+1 Ref saves
+7 hit points

Skills: +1 each of: Diplomacy, Heal, Knowledge (religion), Spellcraft; Knowledge (history), Linguistics

Language learned: Halfling

New feat: Heavenly Radiance (sunbeam)


Human CG KIN7 | 94/94hp | AC20 (T13 F17) | CMB +3 | CMD 16 | FRW 10/8/3 | I+3 Perc +10 | Conditions: FORCE WARD

Level 9 Upgrades Complete


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

Moving from gameplay...

Isabella Monstrance wrote:
Kinda waffling on the best use of my turn. I feel like I should start prepping spells to fight the thing... we need to start tanking it while a couple people continue rescuing townsfolk.

I agree. I am thinking Runt should head over to the conflict, but since it is headed towards the temple, she can drag the boat as she goes. She could move a lot faster if she left the boat to others. Thoughts?


F Human Varisian Bard 9 hp 62|62 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Propose moving the boat on the pink line with the fliers collecting people to put onteh boat - minimize collection paths - then let the current take the ship aground and people get to safety with minimal party support and everyone else fights the thing. Metagaming it a bit, but...


Thought Thief 5 / Invest 4 | HP 90/90 | AC/T/FF 19/15/14 | FRW 6/12/8 | Speed 30' | Init +5 Perc +13 | Base Atk +5; CMB +5; CMD 20
Kizzy Ilionescu wrote:

Propose moving the boat on the pink line with the fliers collecting people to put onteh boat - minimize collection paths - then let the current take the ship aground and people get to safety with minimal party support and everyone else fights the thing. Metagaming it a bit, but...

Makes sense though


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

I thought of the same thing, with no metagaming involved. Just let the current take them to (relative) safety. A raging river is not exactly safe, but a hungry massive outsider snake is worse.


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14

not seeing the map anymore? at least for me its showing fort rannick.


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DM / GM / The man behind the curtain

I have a live game Sunday evening and used the Rannick map for them. I have switched it back.


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14
Ironperenti wrote:
I have a live game Sunday evening and used the Rannick map for them. I have switched it back.

ah!! :)


DM / GM / The man behind the curtain

Did someone have a problem with the map and tokens? The player tokens are all over the place.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

Runt's tokens look right, though I am still unable to move the Bralani. I think that is the token just to the north of the boat with no stats attached, right?.


DM / GM / The man behind the curtain

You should be able to control the Bralani now.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

Thx. I noticed that the NPC tokens are a full square and our tokens are 1/4 square. Makes sense for Runt as she is small, but how about the others? The map's scale is wonky with each square being 12.5 feet in width according to the key. Why would they do that to us? Why? I think I have been moving Runt twice as fast as she can.


DM / GM / The man behind the curtain

The NPC tokens represent 2-4 townspeople hence they are large, the PCs being individuals I made small since it is closer to map scale.

Sorry, I thought you would use the measuring tool. I should have mentioned they are 12' across. The mother of oblivion is huge but showing her at 2x2 just didn't get the message across so I increased the size for map purposes. Regardless of how you moved, now you know so we can pick up from there.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clay skin (DR 5/adam 45/45), height aware, divine favor +4, weapon of awe, inspire +2

Right. I was so used to Runt taking up a corner due to her size I did not notice.


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14

I'll be out Thurs-Sunday as I will be at GaryCon


Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

How did Isa get to negative HP? Want she at full?

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