GM supervillan's 4-26 The Waking Rune [Gameday XII] (Inactive)

Game Master supervillan

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The Waking Rune

There's some Life Pact calculations to do - but it only operates within 30'.

Also I know Quiella has Heroic Defiance with one Lay on Hands remaining, that can keep her up.

I'll post a Gameplay update covering Life Pact.

Rolling some checks below just to establish whether or not the Glitterdust retcon needs to be applied.

sense motive checks:

sense motives: 7d20 ⇒ (3, 20, 5, 5, 20, 20, 1) = 74

Outcome: Hamish could only Stealth 4 out of 7 enemies, so no Glitterdust needed. The Wind Blast AoE drops him.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Yay! No more darkness! Not that it matters for most of us...


The Waking Rune

It looks like it's just Teric now.

Do you have a plan for escape, Teric? Or are you going down in a blaze of (cold) glory?

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Hmm. Pai S. may have unwittingly screwed Teric. She dumped all the stuff from the altar and (maybe) the crystals from the table by the not-a-door into her handy haversack. I say "maybe" because I had stated what she was doing, but GM supervillan stated that the actions were queued and never confirmed that she did it.

So Teric, I hope the GM rules that Pai got sidetracked before grabbing the crystals. But if not, you know where to look for them. Good luck, soldier!

(And sorry about that.)


The Waking Rune

Pai S only had time to sweep the altar clear - not to obtain the crystals in the bowl - before she switched to attacking Krune's sarcophagus.

(You were on a timer for Krune's awakening which is why I had to keep you running in Rounds.)

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

The only real way out is via those tokens in Krune's room, right? If Teric can't get to those, he's done, unless he's less than 1000 feet from outside the temple. Dimension door is his only teleport spell.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

so...what's the PP and gp cost to get rezzed and such?


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The Waking Rune

I'll put up the details later today. You'll likely also need to pay the 5PP for body recovery.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Heroic Defiance is a moot point now right?

EDIT: Just read gameplay. Thanks for the bot, GM.

--

What should/could we have done differently here?

Dark Archive

1 person marked this as a favorite.
CN Half-Elf Dirge Bard 9 | HP 84 (-85) Temp (+0) | AC: 28, Tch: 15, FF: 24| Mods: See Invis 30m, Deathwatch 30ft, Longstrider, Alch Stuff | CMD 25 (+1 Disarm/Sunder, +5 grapple) | F/R/W +7/+11/+7 (lotta bonuses) | Speed 30 40 | 2 Star Reroll 0/1 (DM), Bardic Performance: 7/22 | Spells 1st: 4/6, 2nd: 0/5, 3rd: 0/4 | Perc: +5, SM: +3 | Init: +2

This quick reference guide has all the Prestige Point costs and gold costs for things like resurrection and the restorations and the body recovery.

I am sure the GM will share some of the basics as to how it all will have to work as well.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

I screwed us up originally by not having a freaking light source. That took everyone off their game.


The Waking Rune
Hamish wrote:
I was ready to throw the towel in a while ago honestly.

I admit, I find GMing a 'lost position' more difficult in pbp than in person.

What I can do - and I think should have suggested sooner - is wrap things up with a narrative post for everyone except Teric. Teric genuinely has a chance to get out, albeit slim.

I'll do a tactics break-down once the action is concluded, for anyone interested (both Krune's tactics and what I think you could/should have done).


The Waking Rune

To supplement the options in the guide provided by Hamish:

You can buy raise dead using 16 PP, 5,450 gp, or 8 PP and 2,450 gp. A Restoration spell to remove a permanent negative level costs 4PP or 1280gp.

Raise Dead comes with 2 permanent negative levels.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

I’ll spend the 24 prestige, GM. Just for my sheet purposes.


The Waking Rune

Could be as much as 29PP.

5 for body recovery, 16 for Raise Dead, 2 x 4 for Restorations.

A character remains playable with negative levels though.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

29 is fine as well, for me GM. Forgot the body recovery.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

I'll spend the 29 Prestige Points as well. Oof.

The Exchange

1 person marked this as a favorite.
Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

We all knew Teric wasn't good, right?

I'm actually fine either way this goes. I think Teric's con man/swindler nature fits this choice well, especially with everyone else dead.

I've largely moved over to PFS2e, so this was almost certainly going to be Teric's last game anyway especially at the end of the arc. He died during the last scenario in the arc, which was his comment about having done death already. So the businessman tries to sell himself.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

i'll burn the PP...


1 person marked this as a favorite.
The Waking Rune

I do love Teric's sales patter ;)

Mechanically the consequence of swearing yourself to Krune's service (and the runelord accepting of course) is character retirement. But I think that's a very fitting retirement. And maybe one day, Teric would find a way to turn the tables.

If you are content with ending the story that way Teric, I'll post a wrap up narrative in gameplay and tactics debrief here. Should also be able to get chronicles out over the weekend.

The Exchange

2 people marked this as a favorite.
Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Yeah, I think Teric is retiring either way. Let's do it.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-85) Temp (+0) | AC: 28, Tch: 15, FF: 24| Mods: See Invis 30m, Deathwatch 30ft, Longstrider, Alch Stuff | CMD 25 (+1 Disarm/Sunder, +5 grapple) | F/R/W +7/+11/+7 (lotta bonuses) | Speed 30 40 | 2 Star Reroll 0/1 (DM), Bardic Performance: 7/22 | Spells 1st: 4/6, 2nd: 0/5, 3rd: 0/4 | Perc: +5, SM: +3 | Init: +2

Hamish has spent a fair portion of his prestige for things (retraining two things and a chunk of purchases). But he still has some.

5 PP spent for Body Recovery
8 PP spent for 1/2 of Resurrection

And of course, he is JUUUUST a bit short on gold for the other half (only having about 2k currently), so will sell his Ring of the Grasping Grave for 1000g.

2450 Gold spent for the second half of the Resurrection

He will therefore enter his downtime/recovery period with two negative levels. And thus...

Day Job Perform: Percussion + MW Drums - 2 neg lvls: 1d20 + 15 + 2 - 2 ⇒ (15) + 15 + 2 - 2 = 30

_________________________________

Teric, I honestly have to say I approve of your actions. A well played exit (attempt) from the character. I wish Evil Teric well serving his new master. :)

_________________________________

@GM

Did we happen to complete either of the following FJC goals?

1) Participate in a magical or occult ritual during the course of an adventure.

2) Participate in an adventure that takes place on a demiplane.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

That’s awesome, Teric!

Hamish, I can kick in some gold if you need help.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Ooooo! If Teric thought he could weasel his way out of that somehow, he'll be sorely disappointed. Dang. Pai S. would rather die than be a slave, but she's not nearly as pragmatic as he is.

Crazy game, everyone! It was an honor serving with you.

XX


The Waking Rune

Okay folks, gameplay is wrapped up. Krune's summons last at least 22 rounds, so nothing stops them dispatching the downed Pathfinders to the River of Souls as Teric begins his new career by recounting the last 10,000 years of Golarion history to his new master.

Here's the tactical debrief - I'll put it in spoilers for easier readability and just in case any of you ever want to try a replay :o

Krune and his tactics:
Krune is undoubtedly one of the most powerful BBEGs in Pathfinder Society. He's a level 17 Conjuror with enhanced stats and further rune powers, and he wields two artifacts. That said, his spell selection is what I would describe as "casual" - he is not prepped to deal with an invasion of his sanctum. In addition, damage to his rune foci strips him of defences and even some of his prepared spells. You had reduced his Initiative, Saves, AC and caster level (but failed to knock down his bonus hp from his 3 "runes of life").

GMs necessarily have a lot of freedom in the way that Krune is run, a wizard of his power has a lot of options, but his written tactics have him use his spells to buff himself, and summon allies whilst dividing the party before striking with his most potent offensive spells. He is the runelord of Sloth after all, if he can get summoned minions to do the job then that's his preference.

As a Conjuror, Krune's summons are all Augmented and last for as much as 25 rounds. He has a lot of mid level Summon Monster spells (SMIII - SMVII). And he has multiple teleportation spells and abilities coupled with defences against the usual ways of negating that.

Krune's rod is used to add multiple metamagic effects to spells - I used it to Maximise the Summon that brought the lantern archons, and to Empower and Silence the Summon that brought the shadow demons.

Krune's sentient spear can cast Slow, Ray of Enfeeblement and Telekinesis, and can act on its own.

On Hard Mode, Krune gets Summon Monster IX and one casting of Wish, and does not lose any prepared spells as you knock out his foci. He's also more likely to make earlier use of his Horrid Wilting (probably enhanced by the rod).

Pathfinder tactics:
I find that for tier 10-11 and all Seeker content, preparation makes a big difference to mission success. Knowing that Krune is a powerful conjuror you can anticipate not just summoned monsters, but also various cloud spells, crowd control like glitterdust, black tentacles and wall spells, and acid direct damage spells. Life Bubble, on scrolls or just cast by a hired NPC pathfinder at the Lodge, would have negated Krune's cloudkill. Heroes' Feast is another option sometimes taken for NPC casting.

You started well against Krune - getting right in his face and landing one or two blows before he acted on round 1. But you needed to maintain that pressure. I think you had the capability to do so.

Once you face Krune, you need to pin him down and restrict the number of summons he can bring to bear. Ideally you neutralise his ability to teleport with Dimensional Anchor, but that's a difficult proposition. Krune has a Wished-for Contingency to dispel any magic that would prevent teleportation and he also has multiple Dispels memorised. And he has Freedom of Movement from a ring.

If you can't negate Krune's teleportation, copy it. This was probably your main error. You had two casters with Dimension Door, and one of those could perform multiple castings. The sanctum ("several thousand feet underground with no connection to the outside world or the darklands") only has two rooms plus the encircling rune corridor. Your best strategy would be to split the party, taking at least one striker with Teric into the ziggurat chamber and leaving Pai K and another striker behind in the sarcophagus chamber or its ante-chamber. Pepper Krune with attacks, ready attacks and counterspells to disrupt his casting, and keep him on the back foot wherever he runs. Keep the action economy in your favour by denying his summons, and you'll whittle him down.

You did pretty well up until facing Krune though. The Herald, who has TPK'd parties on her own, was dealt with handily. You broke 4 out of 7 rune foci, and the Lashmistress and her party were no problem for you. The big boss guy just outmanouvred and outgunned you.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Thanks for the recap, GM. That level of prep is something I'm really bad at (especially in 1e).

Quiella will spend the 29PP and any gp necessary. She has enough of each (though after this she won't...).


The Waking Rune
Hamish the Bard wrote:

@GM

Did we happen to complete either of the following FJC goals?

1) Participate in a magical or occult ritual during the course of an adventure.

2) Participate in an adventure that takes place on a demiplane.

No rituals were conducted.

Krune's sanctum is deep underground but is on Golarion.

So I'm afraid that's negative on both questions, sorry.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

If Teric's body and soul are bound to the Runelord, does that mean he won't die of age? Think of all that compound interest on his investments!

I doubt Teric's mind is even his own anymore, but if his will returns, then he'll likely think of this as some combination of indentured servitude that he needs to work off and a way to learn and amass more arcane power. So, yeah, he's gone to the dark side.

Great game, everyone! Thanks for a memorable sendoff for Teric!

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Thank you for sharing the breakdown, GM supervillan. I always enjoy peeking behind the curtain.

I gotta say: dang. I knew games got really tricky at higher levels, but I was unprepared for this. It feels like the more advanced your level is, the more you need to know all the spells/schools, equipment, and tactics so you have a prayer.


The Waking Rune

Waking Rune is a bit of an exception. Season 4 is noticeably tougher than other seasons, and the Lissala meta-plot scenarios even more so. Waking Rune is the culmination of that meta-plot.

But I do think that at the highest tiers, basically 10-11 and Seeker stuff, you need a good grasp of all your character options and to have an answer to the range of challenges that higher level play brings. No single character should need to be able to defeat every challenge, but you want to be able to contribute. Talking tactics at the mission briefing will reap rewards. (For example, you don't need to have an adamantium weapon to fight golems if your party has a wizard with Acid Pit prepared).

Typical higher tier challenges, in my view, include energy drain and attribute drain; domination effects; high DR and SR enemies; incorporeality; various immunities (to energy attack, mind-affecting, etc).

Being able to fly and cope with magical darkness are pretty common needs from mid level too.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-85) Temp (+0) | AC: 28, Tch: 15, FF: 24| Mods: See Invis 30m, Deathwatch 30ft, Longstrider, Alch Stuff | CMD 25 (+1 Disarm/Sunder, +5 grapple) | F/R/W +7/+11/+7 (lotta bonuses) | Speed 30 40 | 2 Star Reroll 0/1 (DM), Bardic Performance: 7/22 | Spells 1st: 4/6, 2nd: 0/5, 3rd: 0/4 | Perc: +5, SM: +3 | Init: +2

No worries re: FJC, s’all good.

Thanks for the game, even if it ended horribly. PFS play to this point has not prepared me for that level of preparation. Usually I have pretty good prep for my PCs, covering a fair bit of possible difficulties we or my PC may face. But I’ve definitely never had to even consider buying pre-cast spells before going on a mission, but now I will at least consider it if circumstances warrant.

Thank you for the offer Pai K, but I don’t feel great soaking more resources up when everyone else has the same cost for recovery. Spend some of that gold expanding your scroll library to be able to handle some extra stuff that might pop up. Wizards can cast like… a billion different spells.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Yeah, I should have gotten some fly potions/scrolls for Quiella. Not sure what else I should have done specifically for her.


The Waking Rune

Had a busy weekend, but expect chronicles on Wednesday.

You should get 1xp and an amount of gold (roughly 1/2 of the full gp award). There are effectively 4.5 encounters: Kurshu the Undying, a trap on the door out of the ziggurat room (easily bypassed if a Sihedron Brand is used), the runes in the corridor, the Lashmistress's party, and then Krune.


The Waking Rune

Slight delay in completing chronicles, apologies. Daughter took ill today. She should be fine but needs monitoring.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Totally understandable....i can wait

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Hope she heals up quickly and no one else gets sick.


The Waking Rune

The little one had to go into hospital over the weekend, but she's home and on the mend now so I have completed your chronicles, here

Let me know if there are any issues.

Hamish you had already rolled a day job check in Recruitment.

Thanks for playing everyone!

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Glad she's on the mend. Here's to a swift and efficient recovery!

The link above doesn't give us access to the files.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-85) Temp (+0) | AC: 28, Tch: 15, FF: 24| Mods: See Invis 30m, Deathwatch 30ft, Longstrider, Alch Stuff | CMD 25 (+1 Disarm/Sunder, +5 grapple) | F/R/W +7/+11/+7 (lotta bonuses) | Speed 30 40 | 2 Star Reroll 0/1 (DM), Bardic Performance: 7/22 | Spells 1st: 4/6, 2nd: 0/5, 3rd: 0/4 | Perc: +5, SM: +3 | Init: +2

Ah, I looked in discussion for a DJ check and didn’t think to check recruitment. All good, let us know when permissions are fixed. Thanks again for the game.

Great news about your daughter!


The Waking Rune

Hadn't noticed the files were still restricted. link should now allow you to download chronicles.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Kronikal looks good. Glad the munchkin is getting better. If i had kids i'd lose my mind if one was sick.

Oh..and we're clear of neg levels right?


The Waking Rune

Everyone except Hamish cleared their negative levels.


The Waking Rune

I'll mark this campaign inactive in approx 24 hours.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Thank you for running this for us. It sounds like a bear to manage, and you did it well.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Does Teric get the apply the Chronicle before he's retired? Does he get the Student of Thassilon boon to use?


The Waking Rune
Teric Cain wrote:
Does Teric get the apply the Chronicle before he's retired? Does he get the Student of Thassilon boon to use?

I believe the Chronicle would apply, but the boons are not earned and I should have crossed them out on your sheet Teric. You would earn 1xp, but no gold, no prestige and no boons.

I didn't really give it any thought as you were retiring, apologies.

Do you need me to do a fresh chronicle?

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Could you? At the very least, it'll cement Teric gaining one last level up.


The Waking Rune

No problem. Give me a day or two :)


The Waking Rune

Revised Chronicle for you Teric. I'll pm the link too and then close this thread tomorrow.

Cheers all

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Cheers, GM! Thank you for a great run!

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