GM Aram Zey's Reign of Winter for PFS part 1 (Inactive)

Game Master SwampTing

Master of Spells Aram Zey has heard of a noblewoman who has gone missing near the Taldan village of Heldren. Kidnapped by bandits, is the rumour. Whilst a rather minor noblewoman in her own right, her disappearance coincides with the appearance of a curious pocket of winter reminiscent of the eternal frost that covers the land of Irrisen.

Intrigued by the opportunity to gain allies for the Pathfinder society amongst the Taldan nobility and to discover the reason for this strange phenomenon, the Master of Spells has decided to teleport a team of pathfinders to Heldren to look into the matter.

Easy reference sheet
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Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Bummer, was hoping to have those resources.

Btw, I'm likely to be back in December. And I'm holding you to the promise of free dinner! Dinner at Marche or Cafe Cartel, you pick place, I pick food. =p

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Updating Shu's purchases:
scroll of true strike x4 100gp (1 already used to learn and scribe spell to Shu's spellbook)
scroll of mage armor x2 50gp
scroll of cure light wounds x2 50gp
scroll of endure elements 25gp
potion of cure light wounds 50gp
cold iron bolts (10) 2gp
antitoxen 50gp
Total 327gp

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

So everyone has those 600gp?

Now that you say it, i actually know it. Things you buy always go on the chronicle. Only things we find and use don´t. Last days were just too hectic^^

Don´t really know how Eldanár got hypothermia, but he has something to fight it. He will use his heatstone, carrying it with him. This will warm all others around him too, because i have a 10 person tent for that. And from now on we will use the wand of endure elements.

If on one minds, Eldanár will take 3 alchemists fire from the loot and recommend others who are good at aiming to take some too.
All "fighters" who have a weapon get one oil of magic weapon.
The scrolls go to the wizards, who can use them in battle.

elixir of hiding
potion of invisibility
potion of pass without trace
potion of spider climb
tanglefoot bag
climber's kit
crow bar
grappling hook
key*2
mwk thieves' tools
silk rope (5o ft.)
cloak of the yeti
mwk thieves' tools
potion oflesser restoration
a healer's kit (5 uses remaining)
three oils of magic weapon
10 flasks of alchemist's fire

THis stuff should all be taken with us. Rest if someone needs something, take it. It is essentially free for use in the adventure, so we better use it^^
Ted has some place left in the saddlebags if there are problems.

Grand Lodge

Border of War map Reign of Winter map
Exiel. wrote:

Bummer, was hoping to have those resources.

Btw, I'm likely to be back in December. And I'm holding you to the promise of free dinner! Dinner at Marche or Cafe Cartel, you pick place, I pick food. =p

Fine, just as long as you actually come back. We can have an actual face-to-face game rather than doing things on forums on skype. It'll be the first time in a couple of years... Now let's focus on this game. =p

--------------------------------------------------------------------------

Eldanar: You have access to the 600gp, but stuff you buy with that 600gp is bought with your chronicle-sheet-money. So if you had 50gp at the start of the adventure, you have 650gp to spend now, but it is spent normally per PFS rules.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

FYI: Heatstone: Alchemically treated to enhance their natural
heat-generating properties, these round or ovoid stones of
volcanic glass provide enough heat to keep chambers warm
in the coldest winter. One heatstone keeps a 20-foot-square
area comfortably warm even in extreme cold (below –20°
F), or a 40-foot-square area in severe cold (between –20°
F and 0° F). A single heatstone is activated by striking it
against any hard surface, after which point it continues to
provide heat for 24 hours. An active heatstone does not give
off enough heat to cook food or cause damage.

Inner Sea World Guide.

Grand Lodge

Border of War map Reign of Winter map

No need to use the heat stone. I'll treat it as you having used Endure Elements on Badr, Shu Guilford and yourself from the start of the day.
Exiel and Mu already have persistent effects.

Grand Lodge

So no need to use the wand of Inf. Healing?

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Allright with me. No need for infernal healing then.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Ok, purchases as follows:

Scroll of true strike x2: 50 GP
scroll of magic missile x2: 50 GP
scroll of burning hands x2: 50 GP
scroll of endure elements x2: 50 GP
Potion of CLW x2: 100 GP
cold iron bolts (10): 2 GP

Gold spent: 302 GP

Scribe spells:

Endure elements: 1d20 + 7 ⇒ (7) + 7 = 14
Magic missile: 1d20 + 7 ⇒ (10) + 7 = 17
Burning hands: 1d20 + 7 ⇒ (4) + 7 = 11

So magic missile is now in my spellbook, and I have only 1 scroll of it left.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Skip endure elements and take more burning hands. You can use my wand. You could buy a scroll with burning hands and 5 times the spell on one scroll.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

We've got those 10 alchem fires. Lets do 2 each for everyone except me and Eldanar, we'll take one each.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

No alchemists fire for Exiel i suppose hehe.
We still need to hit with them!

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Exiel - yeah, I sort of left him out of the calculations. He's accuracy challenged when it comes to missile combat.

I have 3 of my own. He can have the one that would have gone to me if he wants a 'just in case' one.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu will take 3 alchemist fires. He's decent at ranged combat.

Grand Lodge

Monk 5

Mu takes the Yeti cloak + Potion Invis + Tanglefoot

Purchased:

potion of CLW x2 200gp
potion of mage armor x2 100gp
scroll of cure light wounds x6 150gp (hands it to Shu)
scroll of endure element 25gp (hands it to Shu)
10 cold iron shurikens 4gp
50 cold iron sling bullets 1gp
hand sling
thunderstone 30gp

=510gp

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu hands the scrolls of CLW to Exiel. Then suggests Mu buy more shuriken. Maybe a lot more.

Grand Lodge

Monk 5

Shu cant use scrolls? Is Exiel willing to cast? No more snow naps for Mu.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu is a wizard. He can't use healing scrolls. They're written in some kind of religious mumbo-jumbo, unlike intelligent arcane works.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Let's swap the endure elements scrolls for burning hands:

2 potions CLW
4 scrolls burning hands
1 scroll magic missile
2 scrolls true strike
10 colt iron bolts

I'm updating my prepared spells.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Not sure who put my bullets used on 14, but i think i didn´t use that many. Should be more paper cartridges anyway and used a lot of cold iron stuff too. Will count it from beginning.

Just went through the thread again and counted everything.
Reloading is a standard action until level 5 with normal bullets, moce action with paper cartridges, so i used mainly paper cartridges. Those go away like sand in a hand, only they are much more expensive. I´m beginning to think zen archers are actually much more effective then gunslingers^^

Grand Lodge

Tell that to the skeletons and such we've taken down and touch AC is just great. Wait until level 7 or so where you literally can't miss short of a misfire for a lot of the creatures you face and you don't mind losing 1gp and change a shot.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Looking forward to that^^

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Going to bed soon.

Another suggestion.
Perhaps we should make some time frames, like main posting and action times where we have some common time.
And counting rounds with everyone posting once a round.
Maybe having one round be an hour real life time for people to react.

What do you think?

Grand Lodge

Mu Ping wrote:
Mu chides the gnome, "什麼一堆白痴 - 你相信這種廢話? - 看看那個傢伙與金屬極 - 看起來他是一個大猴子"

駡咱們的老鼠師傅不對了。他已說他改說的事。另外小精靈呢?那就是另外個回事。實在太天真。

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

我觉得你们的中文有点奇怪。还有,为什么一旦大家会写中文?

Cannot edit the map, but Eldanár is moving towards the hut entrance.

Grand Lodge

不知道為何你覺得我寫的中文奇怪。有可能是中文是我好幾個地方學的。原來在臺灣,後來在中國東北和西北幾個地方。有時候我說法偏心台灣,有時偏心東或西北。寫字 的時候,我比較喜歡繁體字。

因為在澳洲大字機會不多所以我高興得用有這個機會玩一下。

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

咦?

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Damn GM knows me too well and is playing on my soft spot for kids...

Good writing though, mate! This is why I enjoy having you as a GM! =)

Grand Lodge

Border of War map Reign of Winter map

Ha! I'm actually not doing much extra writing for this! No time, and I don't think I am allowed to anyway for organised play. For this part, all of the background story elements were already there, and I thought it was pretty good so I tried to bring more of it out by adding some dialogue. And I wanted to increase the eerie/tragedy element.

Glad you're enjoying it!

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

I'm unfamiliar with how a lot of magic mechanics work in-game. What was the roll about where you rolled a d20 plus my caster level, GM? Does the creature have spell resistance, or something?

Grand Lodge

Border of War map Reign of Winter map

Yes, it was spell resistance. Hence why the magic missile fizzled. She's a surprisingly tough little bugger!

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Her combination of good defenses matched against our goody two-shoes had this fight start off on the wrong foot. Heh.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

You never know. From a meta perspective, this doll seems to be a bit different from others, but those dolls are all pretty good foes. She should have some surprises yet actually^^

And this dice roller is incredible.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Oh, what i wanted to mention.

Should we actually survive and finish this adventure and go on, i´m thinking of bringing in another character. Seems i will GM this soon myself and will apply it then. Probably sorcerer, probably something with fire and other stuff, probably a gnome :)

Could be an oracle too, have to further research that concept.

Far away anyhow.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

We're being killed by the dice.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Yeah either we don´t hit or roll for low damage.

Grand Lodge

Border of War map Reign of Winter map
Eldanár Alcarin wrote:

Oh, what i wanted to mention.

Should we actually survive and finish this adventure and go on, i´m thinking of bringing in another character. Seems i will GM this soon myself and will apply it then. Probably sorcerer, probably something with fire and other stuff, probably a gnome :)

Could be an oracle too, have to further research that concept.

Far away anyhow.

No problem. A fire mage should do well in this adventure path. Most creatures so far have been vulnerable to fire. Cold resistance of some sort will probably take you a long way too. I was thinking as I was reading the adventure that an all-aasimar party who did not sacrifice their elemental resistances (like Exiel did), and which had a fire mage on board, would have found this adventure quite easy. =)

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Aasimar alchemists would b*#@-slap this adventure.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Indeed. But i have something else in mind, also quite nice^^

Grand Lodge

Monk 5

wtf - 58 posts?

Grand Lodge

Monk 5
Badr al Din Ibn Badriyah wrote:
Eat this!

AhhhaaaHHAAhhaaa!

Grand Lodge

Monk 5

And yet "but a quick bonk on the head from Pu makes him realise that he is being silly - the spell Charm Person does not work that way."

10+

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

I like the Batman POW! on Mu's head in the map. :>

Grand Lodge

Border of War map Reign of Winter map

That WAS the fire....but the air elemental put it out.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Oh... Well I'm going to pretend it's a Batman POW! anyway.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

This module is bull%#*+ hard. First fight in the snow with a hefty -4 to missile attacks with many of your foes flying, then fight a house full of guys and undead then fight in a blizzard with no visibility and concealment.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

I think this Ap is both incredible mean and nice to gunslingers^^
I know there are some advanced guns and stuff to be found in later sequels from herolab, but not sure of those are in PFS.

If i could vote, i would say that Ap´s are generally better played as "homegames" and then applied an reported as PFS stuff, because that way you get more out of it.

Grand Lodge

Border of War map Reign of Winter map

The house full of guys was probably not meant to be taken on all at once, but you guys DID trigger the alarm (no one looking for traps, and per rules, you need to actively search for traps to have a chance of detecting them), and then charge right in. That said, I did stagger their appearances to account for their reaction time to your appearance, and one of the fodder guys did spend several actions rounding up the rest of the occupants of the lodge (and the rogue actually went out of the house via the back door, and ran around the house to get at you from the other side).

As for the current situation, here's a hint: the blizzard seems localised and, according to Eldanar's survival check, unnatural.

Also, note that true strike negates concealment quite handily, if you can pinpoint his square.

That said, I would prefer if the blizzard wasn't there, since it hinders most of the enemies as well as you, and hence drags things out... but I do have to run the module as is. =(

Grand Lodge

Border of War map Reign of Winter map
Eldanár Alcarin wrote:

I think this Ap is both incredible mean and nice to gunslingers^^

I know there are some advanced guns and stuff to be found in later sequels from herolab, but not sure of those are in PFS.

If i could vote, i would say that Ap´s are generally better played as "homegames" and then applied an reported as PFS stuff, because that way you get more out of it.

I do acknowledge that against these critters, the advantage of a gun diminishes alot, since most of them get their AC from high dex and low size rather than armor. That said, without decent ranged combatants, this AP is even harder, given the large number of fliers (the hut was abit of an exception, since the fliers needed to descend to get at the clustered group inside the hut.

And magic missile is an unusually useful spell against creatures with high touch AC, DR and low hp...

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

True, but the one time I tried it, I got a crappy caster roll and couldn't overcome SR! Anyway, if I don't have a better choice, I'm using it the first chance I get, becuase it does auto-hit after all.

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