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I think that the opportunity to play a new character in Runeforge is just a nice change of standard character creation. A few ideas.

1 – The players realize that a valuable member of their group has been lost. As there is no way back to search for a replacement, they decide to call in some (temporary ) help. Using planar ally or planar binding, the called creature is actually the new player who plays an outsider (your choice) witch, who helps them in their quest against Karzoug.

2 – The players cast create undead on remains of the dead player. The new undead creature in infused by the Runeforge to be independent and changes into a ghoul or other undead creature that the new player plays as a witch.

3 - The new PC is a researcher/scientist/ of a wing opposed to greed that is in runeforge for a long time. He sees the need to stop Karzoug and joins the party. This way your player has some nice information about the wings, creatures and difficulties.


Name of PC: Thorgar (Cohort)
Class/Level: dwarf ranger 1, cleric (Forgemaster) 5, Skyseeker 4
Adventure: Stones over Sandpoint
Catalyst: Stone Giant
Story: Thorgar charges the hated stone-throwing giants furiously. After intimidating them with his 'Giant Chopper' he is assaulted by two stone giants. Two crits later, he died after being pummeled a few feet underground. To the party's dismay, the giant collected Thorgar as a trophy and retreated.


Here is my version of Justice Ironbriar and his cultists. I gave them all an extra level of rogue, because I play with a 5-man party. The party encountered him with all 13 cultists present. I would suggest to tone that down to 5-6 cultists. the new Dex to damage rule makes the cultists deadly. All cultists are unchained rogue 4. If you feel particulary evil, give half the deliberating injury for AC penalty and half the attack penalty.
For summon monster III, I would suggest to summon a dretch, because of the stinking cloud spell-like ability.

For my game, the party was almost destroyed by just 6 cultists after the silence + confusion combo. Ironbriar and the other cultists just laughed at them (silently of course).

tactics: Start the combat by casting silence, then let the cultists move in. Next round cast confusion from your mask on the party. Close in and murder them for your mistress!

Unchained Justice Ironbriar
Male elf cleric of Norgorber 6 - unchained rogue 3
NE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +16
DEFENSE
AC 26, touch 20, flat-footed 19 (+4 armor, +3 deflection, +6 Dex, +1 dodge, +2 shield) +4 vs atk of opp.
hp 80 (9d8+36)
Fort +8, Ref +12, Will +13; +2 vs enchantments
Defensive Abilities evasion; immune sleep
OFFENSE
Speed 30ft.
Melee +1 short sword +16 (1d6+9/19-20)
Ranged mwk hand crossbow +15 (1d4+2/19-20 plus drow poison) (Fort DC 13, unconscious for 1 min)
Special Attacks channel negative energy 4/day (DC14, 3d6), sneak attack +2d6
Spell-Like Abilities (CL6th; concentration +8)
2/day-confusion (DC 18 Will, 15ft. radius burst, 6 rounds)
5/day-copycat (Illusionary double, 50% chance on hitting double), move action to cast
Spells Prepared (CL6th; concentration +8)
3rd-dispel magic, prayer, summon monster III
2nd-bear’s endurance, owl’s wisdom, hold person (DC 16), silence (DC 16)
1st-charm person (DC15), command (DC 15), cure light wounds, divine favor, shield of faith
0-light, mending, read magic, stabilize
Domains Charm, Trickery
STATISTICS
Str 8, Dex 18 (22), Con 12 (16), Int 14, Wis 15 (19), Cha 13
Base Atk +6; CMB +5; CMD 25
Feats Dodge, Iron Will, Mobility, Selective Channelling, Spring Attack, Toughness, Weapon Finesse (short sword), Weapon Focus (short sword)
SQ Rogue tricks (Weapon Training, Combat Trick)
Gear mithril chain shirt, +1 short sword, mwk hand crossbow, potion of cat’s grace, reaper’s mask, +1 buckler, wand of cure moderate wounds 12 charges left, cloak of resistance +1

Skinsaw Cultist
Human unchained rogue 4
NE Medium humanoid (human)
Init +10; Senses Perception +12
DEFENSE
AC 21, touch 18, flat-footed 12 (+3 armor, +6 Dex, +2 deflection)
hp 29 (4d8+8)
Fort +3, Ref +10, Will +5
Defensive Abilities evasion, uncanny dodge
OFFENSE
Speed 30ft.
Melee mwk short sword +11 (1d4+7/19-20)
Ranged mwk hand crossbow +10 (1d4/19-20)
Special Attacks deliberating injury (-4 AC, -2 for other targets), sneak attack +2d6, +1d6 damage when flanking
STATISTICS
Str 8, Dex 18 (22), Con 13, Int 10, Wis 14, Cha 12
Base Atk +3, CMB +2; CMD 20
Feats Improved Initiative, Weapon Finesse, Weapon Focus, Iron Will, Toughness, Precise Strike
SQ rogue talents (Weapon Training, Combat Trick)
Gear potion of shield of faith, potion of cat’s grace, mwk short sword, mwk hand crossbow, +1 leather armor, skinsaw mask


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On behalf of all Skulks, I salute all of you!

Thanks for the time you all put into these journals. I'll keep lurking around. Maybe I see you in Magnimar then :)


My take on The Old Light. This was totally on the fly as a first time GM, so still a bit rough, but the party liked it a lot.

During Local heroes, the party investigated The Old Light. They kept looking for clues about the purpose of the structure. I decided that the gnome Bard archaeologist spotted a lone crow flying halfway the stone wall rising from the coast and landing inside the structure.

The party figured that there might be a hidden spot along the wall. After scaling the wall using a rope, a small tunnel was found leading into the lighthouse. Inside they entered a large 40ft. circular chamber. The walls were decorated with strange symbols that distorted while looking at them. In the middle of the room stood a large throne decorated with golden ornaments.

Hovering in the air was a large screen depicting a lot of dots (think as a radar) and a vague shape of a large continent where nowadays the ocean would be.

Of course most information was deducted with knowledge history checks.

After the initial search for enemies the party tried to touch the large screen, but it distorts and dims notably. The party decides to inform the local sage about their discovery.

Finally the sage is now writing a book about the findings of the party and the heroes were proud to find something ancient, even if they don't understand the purpose fully.

They haven't returned ever since.


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As a long time lurker of this tread, I wanted to thank you all for telling this story. Every day when I'm at work, first thing is looking up this tread for new posts. This year I started my RotR campaign and your writeups did inspire and help me bringing life to Golarion.

Good luck in your travels and may your heroic deeds be sung in the taverns in the world as we know it! It is hard as an outsider to wait for the climax of this journey. :D