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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Jan 2012

    d6 Rise of The Runelords {ngilop's OOC}

    Sandpoint Information Map w/Legend

    Around Sandpoint
    As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows more clear. Farmlands in the outlying moors and river valleys grow more numerous, and the blue-green waters of the Varisian Gulf bear more and more fishing vessels upon its surface. Passage over creeks and rivers is more often accomplished by wooden bridge than ford, and the Lost Coast Road itself grows wider and better-kept. Sight of Sandpoint from either approach (south or east) is kept hidden by the large upthrust limestone pavements known as the Devil’s Platter or the arc of rocky outcroppings known as Whistler’s Tors, but as the final bend in the road is rounded, Sandpoint’s smoking chimneys and bustling streets greet the traveler with open arms and the promise of warm beds, a welcome sight indeed for those who have spent the last few days alone on the Lost Coast Road.

    From the south, entrance to Sandpoint is governed by a wooden bridge, while from the north a low stone wall gives the town a bit of protection. Here, the Lost Coast Road passes through a stone gatehouse that is generally watched by one or two guards—the southern bridge is typically unattended. Aside from the occasional goblin, the citizens of Sandpoint have traditionally had little worries about invasion or banditry—the region simply isn’t populated enough to make theft a lucrative business. Hanging from a bent nail at both the gatehouse and the southern bridge is a sign and a mirror— painted on each sign is the message: “Welcome to Sandpoint! Please stop to see yourself as we see you!”
    More recently, settlers from the southern nation of Cheliax have come to Varisia. The city of Magnimar was settled by colonists dissatisfied with the strong reliance on Chelish support in Eastern Varisia, and before long the need for additional farmland grew apparent. To the south, the sloppy expanse of the Mushfens made farming difficult, so the settlers turned their eyes northward along the Lost Coast. For much of its length, the coast offered little shelter, with one exception—a perfect cove about 50 miles away. A cove overlooked by a curious stone ruin.

    The foundation of a new town is not a matter to be taken lightly, nor one to be funded by one man. Four powerful families from Magnimar had designs on the region, and rather than work against each other, they consolidated their efforts and formed the Sandpoint Mercantile League. These four families, the Kaijitsus (glassmakers and jewelers), the Valdemars (shipbuilders), the Scarnettis (loggers), and the Deverins (farmers and brewers), sailed north to claim their land after securing the rights from the Charterhouse in Magnimar. Yet when they arrived, they found the place already settled by a large tribe of Varisians.

    Refusing to be set back, the Sandpoint Mercantile League began a series of talks with the Varisians, promising them an important place in the new township. Unfortunately, after a week of talks that seemed to be going nowhere, an impatient man named Alamon Scarnetti took matters into his own hands. Rounding up a group of his brothers and cousins, the Scarnettis mounted a murderous raid on the Varisian camp, intent on killing them all and leaving evidence to blame local goblins for the deed. Yet the Scarnettis, too drunk and overconfident, managed to kill only five Varisians before they were themselves forced to flee, leaving behind three of their own.

    The Sandpoint Mercantile League fled back to Magnimar, and in the months to follow were embroiled in the repercussions of Alamon’s assault. Magnimar’s Varisian Council demanded punishment for all four families, but the High Court arbitrated a peace between them, in no small thanks to the remarkable diplomatic skills of a young bard and member of one of the families accused— Almah Deverin. Not only did she manage to assuage the Varisians’ call for blood payment, she also managed to salvage the plans for Sandpoint by promising not only to incorporate the worship of Desna into the new town’s cathedral, but to pay the Varisian Council a generous share of any profits made by Sandpoint businesses over the course of the next 40 years. One year later, the Sandpoint Mercantile League began construction on several buildings with the full cooperation of the Varisian people. In the 42 years since Sandpoint’s foundation, it has flourished. Although the initial term of the compact with the Varisian Council has passed, Sandpoint’s government has elected to extend the compact another 20 years, much to the consternation of a few locals.

    Today, Sandpoint is a thriving community. Many industries, including fishing, lumber, farming, hunting, brewing, tanning, shipbuilding, and Kaijitsu’s own legacy of glassmaking, have flourished, luring skilled laborers from as far as Korvosa and Riddleport to relocate here. Yet Sandpoint’s location on the Lost Coast has also recently drawn settlers of another bent. As explorers and adventurers begin to piece together the fragments of ancient Thassilon’s influence over the region so long ago, the presence of Thassilonian ruins have acted as a magnet. The Old Light is no exception, and a few of Sandpoint’s recent arrivals are more interested in this ruin than anything else. Over its four decade history, Sandpoint has been thankfully free of major disasters. Every winter brings its share of strong storms, yet the natural harbor, sandbars, and cliffs do a remarkable job of blunting the force of wind and wave, leaving the town relatively untouched. Elders in town spin yarns of a few really big storms, but apart from the town’s somewhat rocky beginning with the Varisians, only two events have really qualified as disasters: the Sandpoint Fire and Chopper. These two events, occurring in such close and recent proximity as they have, are generally lumped together as the “Late Unpleasantness,” even though the two events didn’t have any obvious links. Natives of Sandpoint are reluctant to talk about either event, preferring to look ahead to brighter times.

    Most of the buildings in Sandpoint are made of wood, with stone foundations and wood shingle roofs. The majority are single- story structures, with a few noted exceptions. The town is often thought of as two districts by the locals. Uptown consists of areas 1–12. Most of these buildings are relatively new, and the streets are open and less crowded. This section of town is also physically above the rest, situated on a level bluff overlooking the southern half of town, which consists of areas 13–46. The majority of the town’s buildings can be found downtown, which grows increasingly crowded as available space is claimed by new arrivals. Downtown is built on a gentle slope that runs from a height of about 60 feet above sea level to the west down to only a few feet above the waterline to the east and south.

    Sandpoint Harbor is a fairly deep natural harbor, 30 feet for most of its expanse, with sharply rising slopes near the shore. The languid waters of the Turandarok River wind down from the hinterlands, skirting Devil’s Platter to empty into the harbor—the river is often used to transport lumber harvested far upriver down to the local saw mill. South of town rises another bluff on which Sandpoint’s most affluent landowners have staked their claims.

    Only a few hundred feet north of town rises an up-thrust spur of rocky land topped with a few trees—this is known now as Chopper’s Isle, once the home to Sandpoint’s most notorious criminal. A remote outcropping accessible only by flight or by a skilled climber, locals now believe the isle to be haunted by Chopper’s ghost. Children often dare each other to go out to the isle’s base at low tide and touch the barren cliff face that surrounds it, but no one’s visited the top in years.

    The sight that strikes all visitors to Sandpoint at first is the ruins of the Old Light. The original height of this tower is unknown, but those who have studied the ancient architecture of the crumbling remains estimate it might have stood more than 700 feet tall. Today, less than a quarter of that remains. The Old Light rises from sea level and is built into the face of a 120-foot-tall cliff, the tower extending another 50 feet above that level to culminate in ragged ruins. The remaining shell is yet another reminder that neither the Chelaxians nor the Varisians are the first settlers of this land, yet apart from a few badly weathered carvings signifying that the peak of this tower once held a brilliant light, no insight to the tower’s true purpose remains.

    1 Sandpoint cathedral: The center of the newly constructed temple is open to the sky. Seven standing stones surround a circular stone altar. This is noted as an old Varisian holy site. Desna was predominately worshipped here. The cathedral houses chapels to six deities: Erastil, Abadar, Shelyn, Gozreh, Sarenrae and Desna. High Priest: Abstalar Zantus

    Inns & Taverns:
    3 The White Deer-Newly rebuilt after the old was razed in a fire five years ago. Proprieter: Garridan Viskalai.
    13 Risas Place - Local hangout Proprieter: Risa Magravi
    18 Cracktooth's Tavern- favorite of Sandpoint Theater patrons Proprieter: Jesk “Cracktooth” Berinni
    33 The Hagfish: known for the large aquarium and its occupant hagfish. Also known for tavern-games and bets involving taking a drink from the Hafish's tank. Sandpoint's most popular tavern. Proprieter: Jargie Quinn
    37 The Rusty Dragon-Sandpoint's oldest inn, noted for an impressive and rusty iron dragon on the inn's roof. Also one of Sandpoint's most popular eatery and excellent meeting point for travellers due to its location. Proprieter: Ameiko Kaijitsu
    42 Fatman's Feedbag-Sandpoint's most notorious tavern. Proprieter-Gressel Tenniwar

    Mercantile & Services
    4 The Way North- Maps and Seacharts
    5 Jeweler- jewels and gems
    9 Locksmith- Volioker Briskalberd
    12 Savah's Armory- Weapons shop.
    14 Rovanky Tannery- Leather and fur goods
    15 Red Dog Smithy- Blacksmith
    29 Grocer's Hall- Produce and farming supply
    30 Vernah's Fine Clothing- Clothing shop
    31 Wheen's Wagons- wheelwright
    32 Scarnetti Mill- Granary and mill
    16 The Pillbug's Pantry- Herbalist
    17 Bottled Solutions- Alchemical products and supplies
    21 Sandpoint Savories- Bakery
    22 The Curious Goblin- Bookshop
    25 Sandpoint Lumber Mill
    26 General Store- Sandpoint's oldest and best-stocked general store. Proprieter: Ven Vinder.
    34 Valdemar Fishmarket- Fresh seafood
    28 Madame Mvashti’s- Foretellings and card readings
    36 Sandpoint Meat Market- Slaughterhouse and fresh meats.
    35 Sandpoint Market- twice a week farmers market.
    38 Goblin Squash Stables- Stables, owned by Daviren Hosk, a bitter, goblin-hating ranger.
    39 Two Knight Brewery
    45 Hannah- midwife
    41 Sandpoint Boutique- All manner of items: clothing, weapons, toys, artwork, books, and tools from all over the world.
    43 The Pixie's Kitten- Brothrel. Proprieter: Kaye Tesarani
    44 The Feathered Serpent- Part museum, part shop. Rare, specialty items, including magic items and other adventuring tools. Proprieter-Vorvashali Voon
    across Market Street from 39 Rauno's Bows- Bowyer, fletcher. Proprieter-Rauno and Mara

    Government & Guilds
    10 Sandpoint Garrison- A stone fortress serving as barracks and jailhouse.
    11 Sandpoint Townhall- Mayor's Office
    40 Sandpoint Mercantile League
    24 Carpenter's Guild

    Places of Note
    2 Sandpoint Boneyard- graveyard.
    6 Junker's Edge- Sandpoint dumping ground.
    8 Sage- Brodert Quink
    20 Sandpoint Glassworks
    23 Sandpoint Theater
    19 House of Blue Stones-
    27 Turandarok Academy- School and orphanage
    46 Sandpoint Shipyard
    47 Valdemar Manor
    48 Scarnetti Manor
    49 Kaijitsu Manor
    50 Deverin Manor - Largest manor in Sandpoint. Home of the Mayer, Kendra Deverin
    The Old Light- An old, ruined tower. Standing about 170 ft. from sea-level and built into the face of a cliff (extending about 50 ft. above that). Badly weathered carvings found on the architecture suggest that the peak of the tower once held a brilliant light.
    Chopper's Isle- An upthrust spur of rocky land topped with few trees. Once the home of Sandpoint's most notorious criminal. No one has visited the top in years.

    Sandpoint Personel
    Cheliaxian(default), Varisian, Shoanti or Other
    Nobles
    Kendra Deverin mayor (female human);
    brother with a large family, sister-in-law Vana
    48 Titus Scarnetti, nobleman (male human);
    49/20 Lonjiku Kaijitsu, nobleman/glassmaker (male humanO)
    47 Ethram Valdemar, patriarch/nobleman (male human)
    46 Belven Valdemar eldest son/shipwright(male human)
    40 Sir Jasper Korvaski (male human - paladin of Abadar)
    - brother of Hayliss Korvaski

    Clerics/religious type
    Abstalar Zantus, town priest (male human - Desna);
    - brew potion
    Naffer Vosk Graveyard Caretaker-bellringer/deformed(male human - Sarenrae)
    19 Sabyl monk/scholar(female human), worshiper of Irori
    41 Hayliss Korvaski shopkeeper(female human - cleric of Abadar)
    - Sister of Jasper Korvaski
    - does not like the Scarnetti family
    45 Hannah Velerin midwife/herblist(female elf - Gozreh)
    -brew potion, cleric
    Scholars/Wizards/Entertainers
    4 Veznutt Parooh mapmaker(male gnome), aged but spry
    8 Brodert Quink sage(male human -Varisian history and engineering), cantankerous old man, balding
    13 Risa Magravi Innkeeper/mystic(female humanV mysterious, mostly blind
    17 Nisk Tander alchemist(male half-elf)
    22 Chask Haladan bookshop(male human) 70 years old
    23 Cyrdak Drokkus actor/theater owner(male human)
    Allishanda Magnimar Diva (female human) 40 years old, Toughness
    Skills Bluff +12, Diplomacy +9, Knowledge (nobility) +7, Linguistics +7, Perform (act) +9, Perform (sing) +12, Sense Motive +8
    Languages Azlanti, Common, Dwarven, Infernal, Varisian
    Gear fine clothes and jewelry worth 2,000 gp]
    27 Ilsoari Gandethus academy’s headmaster (male human)
    -Wizard
    -has detect thoughts
    -Raven, Barry- speaks elven, common
    28 Niska Mvashti seer/historian (female humanV)
    -ancient and mysterious
    -was old when the town was founded 40 years ago
    -druid, cast both druid and wizard spells
    -leader of the local Varisians
    -usually talks in riddles
    Ramas Mvashti assistant/"grand"daughter (female humanV)
    44 Vorvashali Voon shopkeeper(male human)exotic-looking
    (bright blue eyes, long red hair, bronze-colored skin)
    -seems a friendly sort
    -Cat named Snoopy
    43 Kaye Tesarani madame(female human)
    x3 bouncers (humanS male)

    Guards
    Belor Hemlock, sheriff (humanS male)
    - speaks goblin
    Vachedi jailor(male humanS) heavily scarred brute

    Innkeepers
    3 Garridan Viskalai (male humanS)
    -somber
    -wields spear/Klar
    13 Besk, Lanalee, and Vodger (humanV), children of Risa Magravi
    18 Jesk “Cracktooth” Berinni (halforc male)
    33 Jargie Quinn (male human) one-legged
    37 Ameiko Kaijitsu (female humanO)
    -lovely, exotic, popular
    -seemingly endless supply of eccentric hairstyles
    -speaks dwarven
    42 Gressel Tenniwar owner(male human) enormous

    Merchants
    5 Maver Kesk jeweler (male human) wild-haired,
    Pennae Kesk wife(female human) shrill
    x6 guards(human)
    7 Gorvi "dungsweeper" business(male halforc) fat, heavily tattooed lummox
    9 Volioker Briskalberd locksmith (male dwarf) flamboyant
    12 Savah Bevaniky weaponsmith(female Cheliaxian)
    -much stronger than average
    -some experience with command
    14 Larz Rovanky tanner(male human)
    15 DasKorvut smith(male human) bald and powerfully muscled
    3 large red mastiffs
    16 Aliver “Pillbug” Podiker herbalist(male humanC/V) short, rotund
    21 Alma Avertin baker(female human)
    Arika and Aneka bakers(female human) twin daughters
    24 Aesrick Battlehorn Carpenter Guildmaster(male dwarf)
    25 Banny Harker lumber mill(male human)
    Ibor Thorn mill partner(male human)
    26 Ven Vinder shopkeeper(male human)
    Solsta wife (female human) makes pies
    Katrine oldest daughter(female human)
    Shayliss youngest daughter(female human)
    29 Olmur Danvakus grocer guildmaster(male halfling)
    30 Rynshinn Povalli tailor(female half-elf) beautiful
    -prettiest girl in sandpoint
    31 Bilivar Wheen wheelwright(male human) lanky,
    Vorah wife(female human) shrill
    2 kids
    32 Courrin Whesterwill grain miller(male human) worried/sneezing
    34 Turch Sterglus retired fisherman (male human)
    Lazy eye, wild white beard, lovably crochety manner,
    five sons, fish cleaners, haulers, and cooks
    36 Chod Bevuk butcher(male human) lost the little finger of his left hand
    38 Daviren Hosk retired hunter(male human) hates goblins
    -hardy and hale, but past his prime
    39 Gaven Deverin brewer(human male) cousin of Mayor,
    across Market Street from 39 Rauno's Bows
    Rauno Bowyer (male humanV)
    Mara fletcher(female humanV)

    Old Megus the Swamp Witch
    Rumors of an old swamp witch (Old Megus the Swamp Witch) living in Brinestump Marsh have existed for decades—since the foundation of Sandpoint itself. During her long life, Megus only rarely left her home in the swamps. Whispers of her sinister experiments were mostly wild conjecture, based on her rare visits to Sandpoint for certain supplies she couldn’t procure from the wild. The nature of the supplies she purchased—glass flasks, strange alchemical reagents, and disturbing books delivered to Sandpoint from faraway places as strange as Nex and Irrisen—did little to soften her reputation as a fearful witch, nor did periodic glimpses of the strange ratlike creature she kept hidden in the folds of her robes.

    Rumours
    • Sheriff Hemlock shares a long-running, “secret” romance
    with Lady Kaye, madam of the town brothel.

    • The ghost of the murderer Chopper haunts Chopper’s Isle,
    just north of town.

    • The White Deer Inn used to be the Black Deer Inn, but was
    tastefully renamed after the fire.

    • Ask Ven Vinder at the general store to see the “wine cellar”
    and he’ll sell you a jug of disgusting but potent orc rotgut.

    • Farmer Grump claims the Sandpoint Devil, a horselike monster
    with bat wings, once flew off with one of his prized sows.

    • Old Ilsoari at the museum sometimes wanders the beach at
    night, looking for treasures.

    • Don’t go down to the junktoss after dark: goblins steal the
    trash at night.

    • Cyrdak Drokkus is having a feud with Ameiko Kaijitsu, they used to be lovers.

    • Solsta Vinder claims Sczarni stole her sheets last week and
    two cooling pies a week before that.

    • Niska Mvashti is the leader of the Sczarni.

    • The new cathedral is magically protected from catching fire.

    • The Deverin family was once affiliated with the Chelish
    resistance, but was forced to flee to Varisia.

    • Naffer Vosk, Graveyard Caretaker/bellringer, is a smuggler.

    The Late Unpleasantness
    Spoiler: AKA
    Show
    Chopper's Killing Spree 5 years ago

    When Jervis Stoot made clear his intentions to build a home on the island just north of the Old Light, locals paid him no mind. Jervis had already garnered something of a reputation for eccentricity when he began his one-man crusade to carve depictions of birds on every building in town. Stoot never made a carving without securing permission, but his incredible skill at woodcarving made it a given that, if Stoot picked your building as the site of his latest project, you seized the opportunity.

    “Sporting a Stoot” soon grew to be something of a bragging point, and Jervis eventually extended his gift to include ship figureheads and carriages. Those who asked or tried to pay him for his skill were rebuffed—Stoot told them, “There ain’t no birds in that wood for me t’set free,” and went on his way, often wandering the streets for days before noticing a hidden bird in a fencepost, lintel, steeple, or doorframe, which he’d then secure permission to “release” with his trusty hatchets and carving knives.

    Stoot’s excuse for wanting to move onto the isle seemed innocent enough—the place was a haven for local birdlife, and his claim of “Wantin’ ta be with th’ birds” seemed to make sense. So much so, in fact, that the guild of carpenters (with whom Stoot had maintained a friendly competition for several years) volunteered to build a staircase, free of charge, along the southern cliff face so that Stoot could come and go from his new home with ease. For 15 years, Stoot lived on the island. His trips into town grew less and less frequent, making it something of an event when he chose a building to host a new Stoot.

    Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew too much to bear, or one too many drinks were drunk, and someone would end up dead. But when the bodies began to mount five years ago, the town initially had no idea how to react. Sandpoint’s sheriff at the time was a no-nonsense man named Casp Avertin, a retired city watch officer from Magnimar. Yet even he was ill-prepared for the murderer who came to be known as Chopper. Over the course of one long winter, it seemed that every other day brought a new victim to light. Each was found in the same terrible state: bodies bearing deep cuts to the neck and torso, hands and feet severed and stacked nearby, and the eyes and tongue plucked crudely from the
    head and missing entirely.

    Over the course of that terrible winter, Chopper claimed 25 victims. His uncanny knack at eluding traps and pursuit quickly wore on the town guard, taking particular toll on Sherrif Avertin, who increasingly took to drinking. In any event, Sherrif Avertin himself became Chopper’s last victim, slain upon catching the murderer in a narrow lane—known now as Chopper’s Alley—as he was mutilating his latest victim. Yet in the battle that followed, Avertin managed a telling blow against the killer. When the town guard found both bodies several minutes later, they were able to follow the killer’s bloody trail. A trail that led straight to the stairs of Stoot’s Rock.

    At first, the town guard refused to believe the implications, and feared that Chopper had come to claim poor Jervis Stoot as his 26th victim. Yet what the guards found in the modest home atop the isle, and in the larger complex of rooms that had been carved into the bedrock below, left no room for doubt. Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found upon a horrific altar to a birdlike demon whose name none dared speak aloud. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose in a final offering. The guards collapsed the entrance to the chambers, burned Stoot’s house, tore down the stairs, and did their best to forget. Stoot himself was burned on the beach in a pyre, his ashes blessed and then scattered in an attempt to stave off an unholy return of his evil spirit.

    As fate would have it, the people of Sandpoint would soon have a new tragedy to bear, one that almost eclipsed Chopper’s rampage. A month after the murderer was slain, a terrible fire struck Sandpoint. The fire started in the Sandpoint Chapel and spread quickly. As the town rallied to save the church, the fire spread, consuming the North Coast Stables, the White Deer Inn, and three homes. In the end, the church burnt to the ground, leaving the town’s beloved priest Ezakien Tobyn dead.

    All that remains today of the once-loved Stoot carvings are ragged scars on buildings and figureheads where owners used hatchets to remove what had become a haunting reminder of a wolf in their fold. The homes and businesses ravaged by the fire have been reconstructed, and the Sandpoint Chapel has been rebuilt as well.




    Last edited by ngilop; 2016-12-21 at 05:07 PM.

  2. - Top - End - #2
    Orc in the Playground
     
    GreataxeFighterGuy

    Join Date
    Dec 2016

    Default Re: Rise of The Runelords

    sounds good gonna go ahead and pick out my chat color This looks good

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords

    Edit 1: Map looks really good. I'm honestly fine with or without maps. Running PbP is hard enough as it is, I don't mind not being so technical if it's too much trouble.

    Edit 2: Just so I have it for reference (apologies if I mistaken your character's role):

    Spoiler: Characters/Roles
    Show

    Joltzz
    Name: Hipster Mustache Hector
    Class: Bard
    Role: Support

    grifter730
    Name: Dante Lockwood
    Class: Unchained Monk (Scaled Fist)
    Role: Striker

    oono
    Name: Redd
    Class: Ranger/Barbarian
    Role: Striker

    Burnscar
    Name: Kalta Sigani
    Class: Sorcerer
    Role: Arcane

    Sicarius Victis
    Name: Karya
    Class: Magus (Eldritch Archer/Hexcrafter)
    Role: Striker

    Vanguardian
    Name: Orochii Xin
    Class: Fighter/Paladin
    Role: Striker

    AzureDidact
    Name: Isiah Schwinn
    Class: Cleric (Separatist)
    Role: Divine

    Loom7
    Name: Chuka
    Class: Rogue
    Role: Sneak


    Edit 3: Just re-read the posting guide. Roger that!
    Last edited by grifter730; 2016-12-19 at 09:37 PM.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords

    Please re-read the big 17 again, most particularly rule #17. I specifically posted rules about posting.

  5. - Top - End - #5
    Orc in the Playground
     
    GreataxeFighterGuy

    Join Date
    Dec 2016

    Default Re: Rise of The Runelords

    Yeah sorry about that I guess I will choose this color then

  6. - Top - End - #6
    Halfling in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2014
    Gender
    Male

    Default Re: Rise of The Runelords

    Reply to ngilop
    Firstly thank you for accepting my character. The sheet is pretty much done if you approve of everything

    Reply to grifter730
    Yes my role in combat would in fact be sneak. I shall be endeavouring to rush to positions of flanking using my surperior acrobatics and hopefully just in time for the main strikers to come in for the kills.

    However outside of combat I will be the secret door/trap finder and disabler and all around scout. Right down to grappling hook and rope :-P I plan on taking minor magic, message soon as possible as well.

    To all
    As far as gear goes. I am completely functional so I don't really mind what I get. I mean that keen 1-handed weapon would be amazing (15-20 crit :-P )but it's not necessary and it would also be amazing for others so Let's hopefully all try our best to divvy this up practically as we are all good characters.
    I opt out of Armor and shield and will only take ranged weapons as a luxury

  7. - Top - End - #7
    Orc in the Playground
     
    GreataxeFighterGuy

    Join Date
    Dec 2016

    Default Re: Rise of The Runelords

    Only thing I'm interested in is the +2 Adamantine 2-handed melee Weapon

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords

    Only items that my character can even use would be things that all characters can use:
    Spoiler
    Show
    Potion of Cure Light Wounds - 6
    Potion of Cure moderate Wounds - 2
    Potion of Invisibility - 2
    Potion of bull's Strength - 2
    Potion of Enlarge Person
    Potion of Resist Energy - 3
    Cloak of Resistance +1
    Bag of Holding Type 1
    Ring of Feather Falling
    Golem Bane Scarab

    I'm okay with or without any of them. Would really love a +1 Amulet of Mighty Fist >_<
    Last edited by grifter730; 2016-12-20 at 06:58 PM.

  9. - Top - End - #9
    Orc in the Playground
    Join Date
    May 2015

    Default Re: Rise of The Runelords

    There are 2 bows in the magic item list. A +1 Frost ranged weapon and a +1 Courageous ranged weapon. Since my character is gonna be using inspire courage, the courageous weapon will be useful. I'll let Sicarius Victis choose which bow they prefer, since they're the more dedicated damage dealer. The +2 leather armor is also useful to my bard.

  10. - Top - End - #10
    Orc in the Playground
    Join Date
    May 2015

    Default Re: Rise of The Runelords

    Hadn't rolled for HP yet.

    HP - (1d8)[7]

  11. - Top - End - #11
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords

    Ok here is the final version of phat lewts earned in the dwarven tomb assault to save the children. If I am missing a piece of armor/weapon for one of you let me know I can easily add one in, randomly rolled for its bonus of course :)
    1. +2 Heavy Steel Shield
    2. +1 Keen Adamantine 1 handed Melee weapon
    3. +2 Leather Armor
    4. Wand of Summon Swarm - 10 charges
    5. +1 Undead bane 1 handed Melee weapon
    6. Potion of Cure Light Wounds-8
    7. Potion of Cure moderate Wounds - 3
    8. Potion of Invisibility - 2
    9. Potion of bull's Strength - 2
    10. Potion of Enlarge Person - 2
    11. Potion of Resist Energy - 3
    12. +1 Cold Iron Mimetic Polearm
    13. +1 Frost Ranged Weapon
    14. +2 Adamantine 2-handed melee Weapon
    15. +1 Courageous Ranged Weapon
    16. Wand of Lesser Restoration - 12 Charges
    17. Necklace of Fireballs I
    18. Wand of Spiritual Ally - 11 charges
    19. Wand of Flaming Sphere - 11 Charges
    20. Wand of Glitterdust - 8 Charges
    21. Cloak of Resistance +1
    22. Bag of Holding Type 1
    23. Lesser Strand of Prayer Beads
    24. Pearl of Power, 1st (2)
    25. Pearl of Power, 2nd
    26. 12 levels of spells for Arcane scrolls, only 1 3rd level spell allowed max
    27. 10 level of spells for Divine scrolls, only 1 3rd level spell allowed max
    28. Lesser Rod of Extend
    29. Lesser Rod of Empower
    30. Ring of Feather Falling
    31. Feather Token; Whip
    32. Golembane scarab
    33. +2 Chain Shirt
    34. +1 limning 1 handed weapon
    35. +1 amulet of mighty fists
    36. +1 spell storing 2-handed weapon-no spell currently
    37. +1 Bolstering Chainmail
    38. +1 Light Fortification Studded Leather
    39. Air elemental gem
    40. Wayfinder
    41. Amulet of Natural Armor +1
    42. Horn of assured victory* this gives the benefits of the Aid spell (at 10th level) but lasts 1 hour. Modifiying this to apply to group and not mass combat :)





    17. Posting Etiquette.
    I am going to be a stickler about the following, I feel it is not asking too much.
    All player IC talk will be Blue, for common that is, any racial language will be in Green and indicated which language that is by the language type bracketed at the beginning. Thoughts are to be italicized. OOC questions or remarks will be orange, please do NOT use red, as red is for moderators.

    Example Post
    This was not a smart idea; rushing ahead Cai'lon thought to himself, as he glared at the monstrosity that used to be his brother, waiting for the rest of his comrades to catch up to him. Addressing his brother, now an 8 foot tall horned fiend [Elven]"Harnor, I hope youve made peace with whatever dark powers you serve" Before the creature that was once his brother could reply Cai'lon attacked yelling "If you guys can hear me, now is the time to jump in and help!"

    Spoiler
    Show
    OOC: Listen check to hear the rest of the party: [roll0]
    Spoiler
    Show


    Attack: [roll1]
    Damage [roll2] + [roll3] cold
    Last edited by ngilop; 2016-12-21 at 05:14 PM.

  12. - Top - End - #12
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    ooooooh I'd love that Amulet of Mighty Fist +1! Doesn't look like there's any other unarmed strike/natural attacker in the party.

    I wouldn't mind a Potion of CMW and CLW since Dante will be a frontline combatant, but they're not must-haves.

  13. - Top - End - #13
    Barbarian in the Playground
    Join Date
    Sep 2016

    Default Re: Rise of The Runelords {ngilop's OOC}

    Heh, sorry I haven't been around, I've been swamped with christmas preparations. This situation continues to hold, but I wanted to swing by and say hi, at least.

    Stuff I'd like:

    4. Wand of Summon Swarm - 10 charges
    26. 12 levels of spells for Arcane scrolls, only 1 3rd level spell allowed max
    19. Wand of Flaming Sphere - 11 Charges
    20. Wand of Glitterdust - 8 Charges
    29. Lesser Rod of Empower

    I also wouldn't mind the rod of Extend, but I think it fits more with someone who has a bunch of buff spells, such as our seperatist.

    Finally, I think we could consider selling off some of our loot.
    Last edited by Burnscar; 2016-12-22 at 07:20 AM.

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Hey guys, just stopping in to say I am still alive.

    I know that the next week or so is gonna be a bit hectic for most everyone, so do not feel the need to be all gung-ho right now.

    I am still here and will be for a while.

    Just a heads up, you can split the scrolls up so all for example 10 divine do not go to one character.

  15. - Top - End - #15
    Orc in the Playground
     
    GreataxeFighterGuy

    Join Date
    Dec 2016

    Default Re: Rise of The Runelords {ngilop's OOC}

    Whats the point for someone who cant cast divine spells to have divine scrolls

  16. - Top - End - #16
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    There is not much of a reason for those who cannot use an item to lay claim to an item. I would assume a modicum of common sense be used.

    Not every item you find is going to be specifically for you or anybody else to use solely for themselves.

    We have 2 characters right now that can either use the divine scrolls currently or in a couple of levels.

    Not to mention the fact there is such a thing as use magic device.

  17. - Top - End - #17
    Barbarian in the Playground
    Join Date
    Sep 2016

    Default Re: Rise of The Runelords {ngilop's OOC}

    Also, paladin-made wands and scrolls of lesser restoration are considerably cheaper than cleric-made ones.

  18. - Top - End - #18
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Hope everyone had a great weekend. I will start the actual game as soon as everybody has weighed in on loot distribution.

    I know that some have not responded at all to the OOC thread, and that slightly worries me. If I get nothing back from them Friday I will re-open submissions for players as I do not think 4 will cut it.
    Last edited by ngilop; 2016-12-27 at 03:27 PM.

  19. - Top - End - #19
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    I'm back after a long time off for holidays! :)

  20. - Top - End - #20
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Woo! I am back as well. Blew my knee out and been not in much of a state to do anything at all. But I am back and ready to get this started.

  21. - Top - End - #21
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Cool cool. I'm very active on the boards, been that way for almost a year now since I have several games going already. Hopefully this is another one that gets off the ground! :)

  22. - Top - End - #22
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    I want to get started with the actual game ASAP.

    But I found that some that were accepted have not even posted in the OOC. compounded with the fact its been 2 weeks since I posted the update loot and noone has really came to a consensus yet.


    I am going to give it ill saturday at 4PM then I am going to post a re-recrutiment thread to fill up slots of those who have dropped out of this game.

  23. - Top - End - #23
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Okay, no prob! Looking forward to it!

  24. - Top - End - #24
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Chaka Khan.. Posted the rerecruitment Hopelly it a week and people express interest post characters and get party started

  25. - Top - End - #25
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Okay, cool, can't wait!

  26. - Top - End - #26
    Orc in the Playground
     
    GreataxeFighterGuy

    Join Date
    Dec 2016

    Default Re: Rise of The Runelords {ngilop's OOC}

    I could have swore I had posted something more recent...oh well I am still here

  27. - Top - End - #27
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    Awesome. I got some interest in the new recruitment and hopefully some submissions sooner rather than later.

    If you two have any questions about your characters or the game/lore let me know.

  28. - Top - End - #28
    Ogre in the Playground
    Join Date
    Dec 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    How's the recruitment going?

  29. - Top - End - #29
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Rise of The Runelords {ngilop's OOC}

    It went great have 6 new players and hopefully we can get those show on the road by the weekend.

  30. - Top - End - #30
    Bugbear in the Playground
    Join Date
    Sep 2016
    Location
    'Murica
    Gender
    Female

    Default Re: Rise of The Runelords {ngilop's OOC}

    Hello guys. c:

    One little note: CannonGerbil PMed me because he tried to PM you first, and your inbox was full. :c Wanting the link to end up in the Recruitment thread, he then PMed me since I made the table. I don't think it was in an attempt to slight you in any way.

    Anyways, on the subject of loot:

    I made a couple of lists of items that I think would be best in Silvisia's hands, and items that would be good in her hands, but would also be good in someone else's. I'd like to request all of the items in the first list, and suggest Silvisia taking some of the items in the second, if everyone finds that okay.

    Items that I think would suit Silvisia/Items that she could use more effectively than most others:

    Air Elemental Gem. Seems like a good panic button for if something is threatening her. However, if one of the squishy casters wants to take this instead, I would like...
    Wand of Spiritual Ally: 11 charges. She can use this without UMD checks. Also, another panic button.
    Wand of Lesser Restoration: 12 charges. She can use this without UMD checks.Though, she does have this on her list of known spells already, so if we feel it is more prudent to give it to someone else, that's fine.
    Divine Scrolls of Level 2 or higher. I think she's the only one who can use these without having to make a check.
    Divine Scrolls of Level 1. See above, with the modification that one other person can do the same.
    Armor of some kind. Enchanted armor would be good, but if we decide that our frontliners should take that instead, that's fine. Hopefully it's okay for her to dig into the gold a bit to buy mundane armor if that's the case.
    Lesser Strand of Prayer Beads. A very fitting item for Silvisia to have, imo.
    A simple melee weapon. Self-explanatory. I'd like at least a dagger. Though, if we want the enchanted weapons to go to better fighters, I can just buy this with gold.
    A simple ranged weapon. Also Self-explanatory. See above.

    Items that I think my character could make use of, but would also be good in many others' hands:

    Whip Feather Token. Since she's out of the way most of the time, I feel like she could make use of this 15 ft. reach.. Another panic button, but this one is more flexible and wouldn't necessarily be best in the hands of a caster.
    Potions of Cure _____ Wounds. While she definitely wouldn't take them all, I think giving her a couple would be good since she's a likely candidate to administer them to unconscious PCs.
    Bag of Holding. I mean, she could carry the group's spare things in this as well as anyone else could, right?
    Cloak of Resistance. This is good in anybody's hands. The question is, who do we think needs it the most?
    Wands of -Insert Arcane Spell- here. Her UMD is pretty high, to the point where she could take 10 if the situation allowed it, or have a pretty good chance of rolling high enough otherwise. Though, most of these might be better off in the hands of someone who does not need to roll at all.
    Horn of Assured Victory. It really doesn't matter who carries this around, I think.

    Second, I had a couple of questions pop up:

    - I put Cure Light Wounds on Silvisia's spell list because I wasn't sure how gold distribution worked. Do we each get 2000 gp? If that's the case, I'm going to buy a wand and take a different spell, provided you're okay with that, since you can't trade those spells out on level-up.
    - Silvisia's Life Link Revelation says that it breaks when she dies, but I would like to request that it break if she falls unconscious, because an unconscious person cannot take a free action and that'd be a pretty stupid way to die.
    Last edited by Ceralune; 2017-01-23 at 07:42 PM.
    Current Campaigns:
    Heights of Londo - Genevieve Neomme - OOC
    Shadows of Burghafen - Karina Weiss - OOC

    DMing: Curse of the Crimson Throne
    The Ever-Changing Tide

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