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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Map of Hut in Book 4

If someone had ranks in handle animal, it would be possible to train the megaloceros to be an ordinary trained animal. It wouldn't get the bells and whistles that go with the animal companion but a creature that can do such awesome charge damage could be worth it. Not having the skill, however, there's not much that can be done.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

For the record , I would have interpreted the situation like Ingrit if Damiano was not averse to violence .
I will comment in character later .


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Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

And THAT is how you get a surprise round action. :P


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 think we have a haunt boys and girls.


Map of Hut in Book 4

I had hoped to post last night, but I had things come up. I'll try again this afternoon. Sorry for the delay.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Dom, next round I'm going to try to put magic weapon on your falcata (or whatever, I forget what you're using). Here's hoping they don't break loose and savage us!


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

I'm about to light them up.


Map of Hut in Book 4

In RL, I'm starting a new teaching term this week. Also, one of our cats is in the vet hospital with a non-life-threatening health problem, so these issues may slow down my posting for the next few days.


Map of Hut in Book 4

I posted some of my thoughts about the question of how the ecology of Irrisen can support life. Here is the link in case anyone is interested. The source material suggests that everything is based on edible bark of a Yew tree. I think something a bit more sophisticated is needed. It doesn't really affect the game since you are not trying to live long-term in the country, but I like there to be something believable to explain how the food chain can support top predators like wolves and large herbivores like our Megaloceros.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Marked off one vial of holy water. Will cast consecrate on the graveyard in the morning to at least make it slightly less awful.

I don't know exactly how magically snowy Irrisen is supposed to be, but it may be the difference between taiga and tundra. I get the impression that Irrisen still has trees, which would make it taiga, which means it supports a full winter ecosystem: rabbits eat bushes and grasses that grow through the snow, foxes hunt the rabbits, bears eat fish from the streams and other small animals that they catch. Megafauna would be supported in the same way as mammoths and giant sloths in our own world's history.

If it's tundra, it basically has to be magical, because it's too cold too much to support life beyond fish, penguins, and polar bears.


Map of Hut in Book 4

Since this is a magical winter, it may well be that part of that magic was a way for plant food to grow, nourished, perhaps, by magic more than sunlight. For the AP, it doesn't much matter, but I try to fill gaps with reasonable material, so it helps me to imagine what is keeping the ecosystem moderately diverse.

Over 1000 years, existing creatures would evolve ways to adapt to this new food chain. Thanks for your thoughts. Let me know if you have questions.


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

Yeah I doubt Baba Yaga would make a magical kingdom for herself just to completely wipe out all life within it.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

I think about this a lot because I wrote a D&D setting that is a permanent magical winterland.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Added the new loot to the loot table. Hold Person and Resist Energy are divine scrolls that should go to Rurik. Not sure about the Ring of Feather Falling but maybe Erland if he's going to be flying on a regular basis soon. I'm temporarily interested in the Bladed Belt because it can bypass DR-magic, which we've seen is helpful right now.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland has all the time feather fall from flight hex, someone else should take that.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

I've added the two divine scrolls to my character sheet.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

I might be able to get some use from the ring. I've got a decent climb bonus and jumping from a Hightower and shooting while falling in slow motion could be useful


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Ingrit, go ahead and add the featherfall ring. I'm adding the Bladed Belt.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

I think we can post again!


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Yay were back!


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

on holidays so feel free to bot Damiano for the next two weeks


Map of Hut in Book 4

Since there is a lot of things to absorb regarding how diseases work (see Game thread), let's let Rurik weigh in and state what he is willing to do after a night of rest. After that, I'll describe the day's travel and come night fall, a new round of heal checks and saves will be made to beat back the effects of the disease contracted fighting the huecuvas.

Depending on how those next rolls go, I'll offer options for the next stage of the trip. If you are doing better, you can explore the area called Pjallaranes' Stone, which has the potential for more treasure and (of course) combat. Or you can make best speed to Whitethrone and look for either a cleric who can remove disease or purchase a magic item to apply the spell.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

I would think that anyone with ranks in heal should have a pretty good chance at telling someone was coming down with something and get the chance to make a check, even if it's rolled by the GM.

Usually, a successful heal check provides a +4 competence bonus to saves. You're reducing that to +2, effectively halving the usefulness of the skill. That would have been good to know before investing skill points in it.


Map of Hut in Book 4

The case can be made, but it's important to remember that healing other than by magic is pretty primitive, not what we know today. If a disease is contracted but has not yet shown symptoms, how would anyone without modern diagnostic equipment such as blood tests tell if someone were infected?

There is nothing in RAW that awards a heal check the power to diagnose disease or even detect disease. That is easy to do with a spell, however, and a 1st level spell at that.

Had someone made their knowledge religion roll and checked the appropriate category, he would have discovered that huecuvas spread filth fever. That would have tipped you off to check those who were wounded for disease. It's probably a good idea any time someone is injured by an unknown creature, particularly undead.

Live (hopefully) and learn.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

I'm camping this weekend and will try to catch up when I'm home Monday. Basically, if my Heal score is highest, I'll take the lead on treatment; otherwise, aid. We need to hunker down and get this fixed before we get into any more fights.


Map of Hut in Book 4

Okay. Post when you can.


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Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

You may already know this, but your proposed disease rules look to be similar to the Unchained disease rules. That is fine with me, and I think you might consider formally adopting the Unchained rules. That'll give you more precedent from other games when needing to figure out other rules about disease. The Unchained rules include a separate Mental Disease track which I find interesting because it helps the diseases have different flavor.

I agree with Ingrit that the nerf to the Heal skill is unnecessary. But I don't feel that strongly about the issue. I recognize that your house rules about invisibility really helped us, for example.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

My Heal total is +10; is Ingrit or Erland higher? If so, then I will just Aid, which will succeed automatically and grant a +2 to their rolls.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Mine is +8 so you take the lead.


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Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Ok. If we can cough up 3k we can try to get a specialized healer's satchel, which has the special power that when you treat disease, your Heal check replaces the save, meaning it's much easier to beat a moderate or high DC save, especially for people who have poor Fort saves.


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 in favor of that right now.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

I'd be cool with that too. A good way to make use of skills.


Map of Hut in Book 4

I'll try to post this afternoon or evening. This has been a busy week. I'm in Richmond, Virginia, which looks to get some of the wind and rain associated with Florence, so that may delay or prevent posting until after the weekend. Hope everyone else is out of harm's way.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Definitely concerning. Stay safe. Same for anyone else here who might be in the hurricane's path.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Ooo, hope you ride this one out safely.

As for the specialized healer's satchel, it has lots of other great powers too, and you never need to refill it (it refills each day). So that is definitely a good purchase on our list, if we can find one in town. That would allow us to just spend 2-3 days to treat the disease and then we could get back into action.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Hope everyone in harm's way stays safe.

I very much like the idea of that.


Map of Hut in Book 4

Sorry I've been away from the game all week. I can't blame the hurricane, since it seems to be staying away from Virginia but going through every state around Virginia. But it was a long week at work and my time for RP game in dribs and drabs and I wanted to devote some time to the events to come. I'll definitely get something up first thing Saturday morning and try to keep things moving after that.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

That's an interesting question. Nothing in the description of the light spell implies that only one side of an object light up. It's assumed that the surface area of a 3-dimensional object illuminates.

If I cast light on a sword. both sides of the blade are assumed to glow.


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

But if you cast it on a wall, would you assume that both sides of the wall glow? What about a giant sequoia tree that's over 100 feet in diameter? What's the maximum thickness?


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

If it casts light 20ft in all directions, what difference does the size of the object really make at that point. Think about it. A storm giant casts light on his belt. Radius is pretty similar to that of a massive tree. Spell goes all the way around. as long as it falls within the limit that the radiation of light stops at 20 ft out. A pixie casting light on itself and a storm giant casting light on itself, the spell still works, despite massive differences in surface area.

And yes I know it says object. By self I mean an article of their own clothing.


Map of Hut in Book 4

I will be camping this weekend and not posting until Sunday.


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

Hey so I was hit in the head with a rock at work. I'm ok but I'm supposed to limit my screen time until we know I'm not super concussed, which could take a while. Bot me if you need to.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Feel better.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Yikes, what kind of work do you do? Hope you feel better soon.


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 work with at-risk kids. Think Camp Green Lake but no ulterior motives. One kid had a very bad day.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Get well soon


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Map of Hut in Book 4

Hope you are feeling better soon. Let me know if you have any general do's or don't's.

Sorry for the delay in posting. Sunday night our anniversary so we went out for dinner and desert. Monday was full of grading I did not get done on the weekend.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Erland reminds me of Danny Glover in Lethal Weapon.


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Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

I'm getting too old for this stuff, Riggs!


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

I also don't understand why me and Rurik would be effectively blind when light is in the area.

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