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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Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

The thing is Pemta is purely designed to sneak around and maximize flanks. I don't know how that can be possible if she's riding a dragonkin that's too big for her to dismount.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Making a melee full attack while mounted requires a feat, ranged doesn't. Mounted archery just reduces any penalties for rapid movement.

"Mounted Combat
These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon.

Mounts in Combat
Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can’t do anything else until your next turn.

Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.

A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.

Combat while Mounted
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action."

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.

If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).

You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.


Rimkeening Crevasse C1

Corrections noted. I'll update the gameplay when I can, but I'll be out of town Thursday and Friday and won't likely make a post until Saturday.


Rimkeening Crevasse C1

This next section of the AP is a bit of a railroad, but it provides reasonable access to the location of the next of Baba Yaga's keys. I'm prepared to hand-wave two of the four combats in the AP to speed things up and focus on the most challenging battles and the discovery of an important treasure. That will then lead to the next section.

The group will level up to 12 completing the current section.

I'm going to be playing games at a local Pathfinder/Starfinder Society con so my posting may be scant until after the weekend.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Have fun at the Con!

I say run what you think will be compelling. If there are fights you want to skip, I will not know the difference.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility
Clebsch RoW wrote:
Sorry to see you go. Get back in touch if you would consider re-joining. I'll withdraw Seke into the people helping the warden of Artrosa, so she can be re-introduced later.

Dear all, I very much hope that you’re all well!

I just read the posts above, and I do not know if you can remember, but I played in your campaign with ‘Seke’ for a while, but I had to stop because I was so busy with work and then I also took a multi-year break from gaming.

Really enjoyed reading through the gameplay and seeing that you continued so strong in all this time! :-D

Probably a bad time to ask, but in case you’re looking for another player at some point in time then I would be honered to rejoin your game.

Have a great weekend everyone!


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

I’m gonna be honest, my momentum for this game has kinda died? I think it has more to do with shadowdancer not vibing with the playstyle-the dragonkin ally might have been a struggle but that I can work around with.

I am willing to push forward until the next part (aka help defeat the dragon) but afterwards I would like to pull out of the campaign. only reason I won’t do it now because I feel like that would be rude to do so in a pivotal moment.


Rimkeening Crevasse C1

Seke: you are welcome to return. We'll just have to work out a reasonable explanation for how you ended up where the players are now. I don't think that will be a problem, but I'll have to review where Seke was when she left the group.

Pemta: Do what you think best. The group is strong with PCs right now, especially with Crasius partnered with a dragonkin. And if we add Seke, that will be another PC.


Rimkeening Crevasse C1

Seke departed while the group was in Book 3 adventures in the Maiden, Mother, Crone complex. I think I ruled that when the group finished and had the key to the hut's next destination, Seke chose to remain with Jadrenka. We could say that Seke begins to suffer the effect of the Geas put from the Mantle of the Three Riders. Jadrenka scrys and determines where the others with the mantle are and uses a spell to transport Seke to the location. She will arrive somewhere near the others. They will discover her as they work their way through the crevasse that the Adlet is going to lead the group through. I'll send a PM when the connection is imminent.


Rimkeening Crevasse C1

Seke: Advance your PC to 10th level and add additional magic items to make the total value of your magic items and gear equal to 105,000 gp. Assume you gained experience and items helping Jadrenka.

See this gameplay post and do what's given under the spoiler when you are ready to rejoin.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility
Clebsch RoW wrote:

Seke: Advance your PC to 10th level and add additional magic items to make the total value of your magic items and gear equal to 105,000 gp. Assume you gained experience and items helping Jadrenka.

See this gameplay post and do what's given under the spoiler when you are ready to rejoin.

Thanks so much for the permission to return GM and also for the very thorough feedback with regards to the storyline! I will need a couple of days to level up and will then proceed according to your instructions.

Wish you all a great week!


Rimkeening Crevasse C1

Looking forward to having you back.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)
Clebsch RoW wrote:

Seke: you are welcome to return. We'll just have to work out a reasonable explanation for how you ended up where the players are now. I don't think that will be a problem, but I'll have to review where Seke was when she left the group.

Pemta: Do what you think best. The group is strong with PCs right now, especially with Crasius partnered with a dragonkin. And if we add Seke, that will be another PC.

In that case, I like to resign. Again, me pulling out of the campaign is not the fault of anyone but me suffering from some burnout. Now I know that shadowdancer, as cool as it is, isn’t the prestige class for me.

I did have a lot of fun playing this campaign, even if my character was emotionless.


Rimkeening Crevasse C1

Thanks for playing. Sorry it wasn't sustainable. We'll say that Pemta opted to explore Triaxis with her dragonkin once the conflict with the dragons is ended or some other reason for her not continuing into the next stage.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)
Clebsch RoW wrote:
Thanks for playing. Sorry it wasn't sustainable. We'll say that Pemta opted to explore Triaxis with her dragonkin once the conflict with the dragons is ended or some other reason for her not continuing into the next stage.

That sounds great! Enjoy the rest of the campaign!


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Bye Pemta! Good luck in your games.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

I need another week please to finalize. ;-)
Analysis paralysis about the character options on level up.


Rimkeening Crevasse C1

Take your time. Let me know if you have any questions about the current situation. I can tell you that future books (five and six) will take the group to different worlds possibly different realities.


Rimkeening Crevasse C1

For those in the Gameplay thread, we are waiting on actions from Thorizmond and Ingrit/Wapiti. Note the buffs available from Crasius and Rurik.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

I was waiting to give Thorizmond a chance to post before blocking his charge lane, but we've held things up too long as it is,

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