Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Male Human Wizard 4 Init +4 Saves : F: +2 ; R : + 1 , W : +4

As I said you are the DM . I disagree with your interpretation but understand it is not clear cut.


Winter Witch 4 [HP 21/22 // AC 12/12/10] [Fort +2, Ref +3, Will +5]

Just an FYI: I'll be heading for vacation from the 12th-20th.

I'll have my phone and will try to post but if necessary, please bot me.

Thanks!


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Hope you're off to someplace fun! Have a good time, Erland!


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

I had no idea until now that you made the battlemap out of a blown up map of Waldsby with squares added. It looks good - appreciate the attention to detail!


Waldsby ____Campsite
Erland Frey wrote:

Just an FYI: I'll be heading for vacation from the 12th-20th.

I'll have my phone and will try to post but if necessary, please bot me.

Thanks!

Thanks for the heads up. Have fun.


Waldsby ____Campsite
Damiano Delstrego wrote:
As I said you are the DM . I disagree with your interpretation but understand it is not clear cut.

As long as you're not going to be resentful that I've limited this spell. I think the only thing that's not as clear as it could be is the statement in the section on movement through difficult terrain.

RAW: "Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. "

RAI (IMHO): "Each move into a square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. "

It would not make sense to have it for diagonals but somehow mean something different for other moves.

Also keep in mind grease is a first level spell and most such spells have limited impact. When a save is allowed, it almost always is a single save, not something you have to save against multiple times.

The RAW may be a bit unrealistic if you try to imagine how a slippery surface might actually affect movement, but the rules are not meant to be a perfect simulation of reality in all cases.

At any rate, I'm always open to the possibility that I'm not interpreting the rules correctly so just let me know if/when you disagree.


Waldsby ____Campsite
Domitian Olavsgaard wrote:
I had no idea until now that you made the battlemap out of a blown up map of Waldsby with squares added. It looks good - appreciate the attention to detail!

Thanks. I use Paintshop Pro and a few other resources to combine maps and the grids. As a player I appreciate having a realistic battle map to one that is just sketched out on paper and I also appreciate mini-figures that are somewhat like the PCs, just because it makes visualizing the environment a bit more vivid.


Waldsby ____Campsite

I'm not going to be posting anything tonight. I'm too dispirited processing events in Charlottesville, VA, a city just an hour away. My wife and I have walked the street where the woman was murdered. My father risked his life working for desegregation in the 50s. I lived through the turbulent 60s where thousands died in the civil rights struggle. I'll try to get back to posting Tuesday night.


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Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

It's hard to believe we have Nazis marching on the streets in 2017. But these American terrorists don't define who Americans are. Thank you to your father for fighting for civil rights and making the country better for all people (including me).


I get that. I have a friend who lives in Richmond who I believe was there (as a counter protester, don't worry). Thankfully they weren't hurt but jesus christ what a time to be alive.


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Minor point, but I think Solider 6 should be prone? I think he was put to sleep, then another soldier woke him up in post 1551 (top of the Gameplay page),


Waldsby ____Campsite

Soldier 6's action in was awakened by the start of round 3. In round 3, he stood and moved. That in part prompted the discussion about whether or not standing and/or moving from the greased area required any rolls.


Female Human (Ulfen) Ranger (Skirmisher) 4: HP 38/38 : AC: 19, T: 14, FF: 15: Fort: +7 (+8 cold effects/ +11 cold environment/ +16 with cold weather outfit. +4 to all if non lethal) Reflex: + 7 Will: +3 : Perception +5 (+7 Human/Cold. +9 both))

Hmm...I'd posted a couple days a go and just checked in as I saw a post but it looks like my post got eaten.


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect
Clebsch RoW wrote:
Soldier 6's action in was awakened by the start of round 3. In round 3, he stood and moved. That in part prompted the discussion about whether or not standing and/or moving from the greased area required any rolls.

Embarrassing that I missed that, sorry.


Female Human (Ulfen) Ranger (Skirmisher) 4: HP 38/38 : AC: 19, T: 14, FF: 15: Fort: +7 (+8 cold effects/ +11 cold environment/ +16 with cold weather outfit. +4 to all if non lethal) Reflex: + 7 Will: +3 : Perception +5 (+7 Human/Cold. +9 both))

Out of curiosity, was the-4 penalty for shooting into melee? Because I have precise shot.


Waldsby ____Campsite

It was for cover.

"To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC)."

There was no position she could get to which would not have someone in between Ingrit and her target.


Male Human Wizard 4 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Looting time !
Who besides myself can use the burning hands scroll ?


Male Human Cleric 4 | HP 29/31 | AC 19 T 11 FF 18 | Fort +7 Ref +3 Will +8 | Initiative +1 | Perception +4 | Channel 4/4 | Inspired 1/1 | Liberation 4/4 | Rebuke Death 6/6

Not I - though I can obviously use the cure scroll. Might be better in the hands of a non-cleric in case I'm incapacitated.


Winter Witch 4 [HP 21/22 // AC 12/12/10] [Fort +2, Ref +3, Will +5]

I can use the CLW scroll, cannot use burning hands (or any fire magic, for that matter)

Anyone else using a crossbow?


Male Human Cleric 4 | HP 29/31 | AC 19 T 11 FF 18 | Fort +7 Ref +3 Will +8 | Initiative +1 | Perception +4 | Channel 4/4 | Inspired 1/1 | Liberation 4/4 | Rebuke Death 6/6

I have a light crossbow, but it's really a backup weapon in case I have to do ranged and I'm out of spells.


Female Human (Ulfen) Ranger (Skirmisher) 4: HP 38/38 : AC: 19, T: 14, FF: 15: Fort: +7 (+8 cold effects/ +11 cold environment/ +16 with cold weather outfit. +4 to all if non lethal) Reflex: + 7 Will: +3 : Perception +5 (+7 Human/Cold. +9 both))

My archetype gives up spellcasting and use of spell completion items.


Male Human Cleric 4 | HP 29/31 | AC 19 T 11 FF 18 | Fort +7 Ref +3 Will +8 | Initiative +1 | Perception +4 | Channel 4/4 | Inspired 1/1 | Liberation 4/4 | Rebuke Death 6/6

Erland could probably keep the cure scroll as an emergency backup.


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Okay, I think this is the consensus:

Damiano: Scroll of Burning Hands
Erland: Scroll of CLW
Rurik: Scroll of Bless

We also happen to have 4 Potions of Feather Step lying around, which I would like to distribute to Khristov, Ingrit, myself, and 1d3 ⇒ 2 Erland. How does that sound?

@GM Clebsch - Was there anything interesting on the soldiers, especially the sergeant?


Winter Witch 4 [HP 21/22 // AC 12/12/10] [Fort +2, Ref +3, Will +5]

Sgt loot:

potions of cure light wounds (2), potion of endure elements, potion of interrogation (CL 4th), screaming bolts (2)
chain shirt, spiked light steel shield, dagger, mwk cold iron longsword, mwk light crossbow with 10 bolts, cold-weather outfit, 24 gp
He also has a small mirror which detects as magical, faint abjuration and divination magic.


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Thanks, missed that post.

-Posted with Wayfinder


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Do the spellcasters want to rest?

-Posted with Wayfinder


Winter Witch 4 [HP 21/22 // AC 12/12/10] [Fort +2, Ref +3, Will +5]

I haven't used any real spells yet, only hexes, and with out new cleric friend, I am full of hp.

I will defer to the others, however, if they wish to do so.

Any objection to my taking the mwk crossbow?


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Go for the crossbow, good caster backup option.

-Posted with Wayfinder


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Accounting Post:

I've updated the loot table, gave Erland the crossbow and the regular and screaming bolts. If someone else wants a screaming bolt, it might make sense to give out 1 each player to spread out tools, so say something if you want it.

Who wants the sergeant's Masterwork Cold Iron Longsword? Same for a Potion of Cure Light Wounds? Domitian took one in case of emergency.

There's also a Potion of Endure Elements and a Potion of Interrogation (CL4) kicking around.

Here's the distributed loot. Please update your inventory.

Damiano: Scroll of Burning Hands, Attentive Mirror
Erland: Scroll of CLW, Potion of Feather Step, Mwk Light Crossbow with 10 bolts, Screaming Bolt x2
Rurik: Scroll of Bless
Domitian: Potion of Cure Light Wounds, Potion of Feather Step
Ingrit: Potion of Feather Step
Khristov: Potion of Feather Step

Unclaimed: Mwk Cold Iron Longsword, Potion of Cure Light Wounds


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Waldsby ____Campsite

Once you make a decision on whether to rest or go straight to the tower, we can proceed. The party can learn from Hatch, there may be options to rest once in the lower level of the tower. With the movement up and down the tower controlled by teleport gates, it introduces logistical problems for those on the upper level to know what is going on in the lower levers and that may encourage a bunker mentality, hoping to hold out until reinforcements arrive.

Incidentally, you are now in Part 4 of the first book, which is the last part. Good going!

Also, there will be lots of good loot in the tower, so if you're feeling a little resource-poor, hang in there.


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Woohoo! Making good progress.

I assume we are pressing forward without rest.

-Posted with Wayfinder


Male Human Cleric 4 | HP 29/31 | AC 19 T 11 FF 18 | Fort +7 Ref +3 Will +8 | Initiative +1 | Perception +4 | Channel 4/4 | Inspired 1/1 | Liberation 4/4 | Rebuke Death 6/6

Yeah, let's do it!

Also note that if we need to worry about the cold, I have communal endure elements prepared.


Winter Witch 4 [HP 21/22 // AC 12/12/10] [Fort +2, Ref +3, Will +5]

I'm good with the cold.

Thanks, though.


Waldsby ____Campsite

Each soldier has carried a potion of endure elements, so there are at least 10 of them.

I'll work on a post about the trip to the Pale Tower next.


Female Human (Ulfen) Ranger (Skirmisher) 4: HP 38/38 : AC: 19, T: 14, FF: 15: Fort: +7 (+8 cold effects/ +11 cold environment/ +16 with cold weather outfit. +4 to all if non lethal) Reflex: + 7 Will: +3 : Perception +5 (+7 Human/Cold. +9 both))

I'm fine with the cold as well. Let's do it


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

I'm not. I'll take a few of those potions.


Male Human Wizard 4 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Holidays are upon me again
Posting will be sporadic fir the next three weeks
Do not hesitate to bot me


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

I know Ingrit wants to make sure there aren't more guys. Assuming that's true, are we ready to strike?


Winter Witch 4 [HP 21/22 // AC 12/12/10] [Fort +2, Ref +3, Will +5]

Yup


Female Human (Ulfen) Ranger (Skirmisher) 4: HP 38/38 : AC: 19, T: 14, FF: 15: Fort: +7 (+8 cold effects/ +11 cold environment/ +16 with cold weather outfit. +4 to all if non lethal) Reflex: + 7 Will: +3 : Perception +5 (+7 Human/Cold. +9 both))

Definitely


Male Human Cleric 4 | HP 29/31 | AC 19 T 11 FF 18 | Fort +7 Ref +3 Will +8 | Initiative +1 | Perception +4 | Channel 4/4 | Inspired 1/1 | Liberation 4/4 | Rebuke Death 6/6

Affirmative.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Ready.


Waldsby ____Campsite

Sorry for the delay. Had some things to take care of last night.


Female Human (Ulfen) Ranger (Skirmisher) 4: HP 38/38 : AC: 19, T: 14, FF: 15: Fort: +7 (+8 cold effects/ +11 cold environment/ +16 with cold weather outfit. +4 to all if non lethal) Reflex: + 7 Will: +3 : Perception +5 (+7 Human/Cold. +9 both))

Great visual so far. Ingrit shoots him in the back, at the same time Dom steps up and draws his sword from his side before he can reach for it.


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

There's a good chance that Erland just slumbers the guard, in which case we can just continue on.


Male Human Cleric 4 | HP 29/31 | AC 19 T 11 FF 18 | Fort +7 Ref +3 Will +8 | Initiative +1 | Perception +4 | Channel 4/4 | Inspired 1/1 | Liberation 4/4 | Rebuke Death 6/6

Let's find out! :D


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Did the sergeant take more fire damage or is that done? Trying to figure out if she's still a threat before acting.


Waldsby ____Campsite

Sorry, I did not see this earlier. In reviewing my notes on the melee, I realized I had skipped applying the fire damage to her when her turn came around after she had made the attempt to put out the fire and took the AOO at Domitian and took more damage from him. So she would have been unconscious by that point.

No point in trying to ret-con anything. Consider it fog of battle.


Waldsby ____Campsite

I have been a little slow this weekend because I had an opportunity to play a Starfinder Society game this afternoon, so I bought the Starfinder Core Rulebook and was making a character. The game got canceled at the last minute, so I did not get the chance to play, but I have gone through the book and found a number of small changes to the rules that might be appropriate to house rule into Pathfinder.

I'm still reading through things but I'll probably put up some house rules for you all to review. So far, there are changes to how the rules for invisibility work, mostly clarifying the DCs for different kinds of senses, the rules for lighting have been simplified a bit (haven't read the magic rules for light and darkness yet, however), and some simplified rules on categories of action.

I just read a clarification on the rules for cover from ranged attacks and from reach weapons. There was always one phrase I wasn't sure how to interpret: The cover rule reads "To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC)." I wasn't sure how to interpret the bit about the border. The rules in Starfinder are the same for cover, but they give an example that indicates how the border part applies. See this link: Cover Example

Note example #2: A ranged attack against the large creature would gain cover because of the line that goes south from #2's NW corner to the SE corner of the large creature goes along a wall. As I have been interpreting the rules, I would not have considered the large creature to have cover from #2. When the Alchemist's fire flasks were thrown in the melee we are having, I said one of the targets did not get cover but the Starfinder example now suggests that they would because the lines connecting the attacker and the target pass through squares with a doorway edge.

Rules for critical hits are simplified, although I'll probably not change the rules in Pathfinder to match, since there are so many feats and spells that affect critical hits it would be a major change.

They've taken away the AOO for attempting a combat maneuver without the improved CM feat. Instead, they've just made it harder to succeed on combat maneuvers. They have improved combat maneuver feats but they mainly give you a +4 to one particular CM, so it means that without the feat, you are unlikely to succeed.

They eliminated the five foot step free action and replaced with with a cautious step, which allows moving five feet as a move action and not provoking AOOs for moving from a threatened square. So no five foot step and then take a full round action.

They've combined some skills. Climb and Swim and the jump rules from acrobatics are now covered by an Athletics skill. Escape Artist is now part of acrobatics. There are fewer knowledge skills.

They've added something called Stamina points which affect how damage affects you. They've added Resolve points, which function a lot like the various pools that give players special options like the panache pool of the swashbuckler. These might be something to consider. They've also eliminated the idea of hit dice and you get a set number of hit points each level based on class. Race gives you some more hit points at first level so most people have at least 10 hp at first level.

More as I uncover them.


Loot Table Human Rondolero Swashbuckler 4 | HP 30/41 | AC 20, T 14, FF 17, CMD 23 | F +5, R +6, W +1 (+2 bonus vs charm/compulsion) | Per +6 | Init +3 | Panache 1/3 | Magic Effect

Interesting to see all these tweaks! There are definitely some I like, others I don't. Combined skills makes plenty of sense to me. But I'm particularly un-fond of the modified 5-foot step rule, which reads to me like it nerfs martials in Pathfinder. (Martials prefer full-round attacks, while casters often 5-foot step and standard action cast.)

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