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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F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

What was the CL check you rolled for Kizzy for?

I cast, moved a 5’ step to get adjacent to and then touch Forest to deliver the spell(allowed per RAW)- none of those actions should provoke.


DM / GM / The man behind the curtain

He had a 10' reach and I was thinking you were within his reach when you cast your spell. CLW and its kin are instantaneous spells, so you can't move after casting because you can't hold the charge. Are you familiar with a rule that would allow otherwise?


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

CLW is a touch spell. With it you get a free touch attack and the only restriction is that the freebie wears off after the round. So you can cast, move, then touch attack. As a touch attack spell, the charge remains if you do not use it that round, but on subsequent rounds you do not get to do the touch action for free and it will cost you a standard action.

reference; see Touch Spells in Combat


DM / GM / The man behind the curtain

I stand corrected. Thank you.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

I was afraid something had targeted me or something!! Thank you both!


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

I cannot find the map to consult for how large the alcoves are. Also, is the devil in one alcove and chained there? And, if so, are there similar chains in the other alcove. Basically I am trying to figure out the particulars of using a summoned creature, or troll if we can find one, to power this thing.


DM / GM / The man behind the curtain

I put Runt in the room with the alcoves. Although there is a portcullis, it would seem the magic circle inscribed on the floor is really what holds the creatures in place, at least outsiders. A native of the plane could likely walk in and out of the circle so perhaps that was the need for the portcullis, to keep slaves in or something.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Are we done with the area, or should we spend real-life some time exploring? Or is it all completed and we should hand wave the rest?


DM / GM / The man behind the curtain

You have cleared the dam. The question is, what do you want to do now?


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

I'd love to take out that monster that handed us our butts when we were a few levels lower.

Do we have a list of open 'quests' anywhere? I do not see any in the player notes and once we figure out what still needs to be done we should add them.


DM / GM / The man behind the curtain

I don’t think we have maintained such a list. It is a loose end you could pursue. The snake lady with the spear is another.


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DM / GM / The man behind the curtain

You have gained a level. Congrats. Is Zherxikas still with us? He has not posted in a bit. This would be a good time for him to go in a different direction if he is not responding. So instead of following the pixie he could complain about it being too wet and too cold and continue on to Turtleback Ferry where he could be found later if need be.


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Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Oooh, I do love to level up.

Did you send Z a PM? I'd hate to lose him having been with us for 5 years!


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Level up completed.


DM / GM / The man behind the curtain

Good reminder. I just shot him something


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F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Working on spell choice - get two 4th level spells - taking Cure Crit;
but party members - Greater Invis, Secure Shelter, Grand Destiny - or something else as second?


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 6/8

Those are all great choices. Always keep an eye out for a spell that lets you do something that nobody else in the party can do!


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

I like those too. I also like wall of sound and hold monster. for level 3 confusion is entertaining and awesome.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

I am trying to buff and heal - give Isabella a chance to do the cool cleric stuff (like fight avatars of a god), and support Runt and Forest.

My #rd level is full with Cure Serious, Dispel Magic, Haste, Invisibility Sphere

I am leaning towards the shelter - as a spontaneous caster I can have it at the end of day as a bonus if the extra healing wasn't needed.


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 6/8

I like doing support roles, so don't worry about giving me room to swing a blade. (We saw what happened last time I tried.) I have the Healing domain, so I should be doing a lot of healing!


DM / GM / The man behind the curtain

have you looked at path of glory greater?

path of glory: You cause four 5-foot squares (one of which must be your space) to glow with dim illumination. Starting on your next turn, as a swift action you can extend the glowing area by an additional four 5-foot squares; each new square must be adjacent to a square that was previously glowing. Allies that end their turns on a glowing square (including one who falls unconscious in the square) are healed of 1 point of damage.

greater: This spell functions as path of glory, except as noted above, and a square provides 5 points of healing instead of 1.

At 1 round per level you could give everyone 50hp in 10 rounds. If you all get trounced by something that is an excellent recovery spell.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life
Isabella Monstrance wrote:
Since the hike is 2 days, on day 2 Isabella prepares communal endure elements for the team. See here.

Keep in mind that the spell provides 24 hours of protection that has to be divided among the targets. That is something like 4 hours of protection.


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 6/8

Yep. And while I could cast a second one to get us through eight hours of the day, that would then cancel the marching chant (duration: concentration), so I'd have to renew both of them. It would essentially eat up my 2nd level slots.

But if that's the best way to go overland, then that's what we should do.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Up to you. Runt should be be able to endure without the spells protection but if the dog fails, Runt's speed will be reduced. Perhaps keep a lesser restoration in case someone fails instead of making us all immune.


Ranger 10 | HP 116/116 Nonlethal 0/116 | AC 30 T 15 FF 26 | CMB +15, CMD 30 (32 vs. disarm/grapple) | F: +11, R: +10, W: +12 (+3 vs Fear) | Init: +3 | Perc: +11 (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +20/+15 (1d8+9/17-20 Slashing) ; Shield Bash +16/+11 (1d6+6) Piercing ; Elven Longbow +15/+10 1d8+2P+1d6E | Speed 30/30ft | Stamina: 11/12 | Martial Flexibility: 5/5| Active Conditions: *None* |

Forest will take a 9th level of Fighter for Brawler 1/ Fighter 9.
Heavy Blades Weapon Training increases to +2. Instead of taking another Weapon Training Group, he'll take Advanced Weapon Armed Bravery, so +3 to Will Saves while he's wielding a heavy blade. 'Bout time, I was getting worried about his will save at this level!


Ranger 10 | HP 116/116 Nonlethal 0/116 | AC 30 T 15 FF 26 | CMB +15, CMD 30 (32 vs. disarm/grapple) | F: +11, R: +10, W: +12 (+3 vs Fear) | Init: +3 | Perc: +11 (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +20/+15 (1d8+9/17-20 Slashing) ; Shield Bash +16/+11 (1d6+6) Piercing ; Elven Longbow +15/+10 1d8+2P+1d6E | Speed 30/30ft | Stamina: 11/12 | Martial Flexibility: 5/5| Active Conditions: *None* |
Kizzy Ilionescu wrote:

Working on spell choice - get two 4th level spells - taking Cure Crit;

but party members - Greater Invis, Secure Shelter, Grand Destiny - or something else as second?

From a roleplaying perspective, I've always like the spells like Secure Shelter =) Greater Invis or Hold Monster would probably be the 'best' spells. Grand Destiny is also pretty cool, especially since it effects caster level checks as well.

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