GM Rennai's Reign of Winter (Inactive)

Game Master Rennaivx

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All travel is currently at half-speed due to snow.


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Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points
GM Frosty wrote:
@Blaze & Evelina: Hey! It isn't a miswording if at least one of you understood! lol

Only if you call me remembering the initial number that was rolled understanding :p


F Looks human (Ulfen) Warpriest of Gorum VMC ranger 2

The mean, mean gameplay thread won't let me post! Grr! Five tries now!


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The funny thing is that when we discussed about the lack of CLW potions, I honestly thought there were some of them in these chests! This is a really weird AP in this regard... in my WotR game, the AP gives CLW potions like candy!


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

Lol, I had heard this AP was pretty lethal.

Once we have the money, may I suggest a party purchase of a CLW wand? Y'know so we can not die and so poor Astrid and Arvanya can actually use their other spells...

Also not to be that player, but XP? :p We are so close to level 2 that it's getting me excited. I've never had a PbP game that I joined from the beginning reach level 2....


F Looks human (Ulfen) Warpriest of Gorum VMC ranger 2

Y'know, you could always add some potions in there, Frosty...;)

I'm game for a group cure wand - as you said, Evelina, there's plenty of call for it, plenty of people who can use it, and I guess we've gotten attached to not dying. :)


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13
GM Frosty wrote:
The funny thing is that when we discussed about the lack of CLW potions, I honestly thought there were some of them in these chests! This is a really weird AP in this regard... in my WotR game, the AP gives CLW potions like candy!

Yes, I have to say that the nearly used up heal kit was just a bit of a disappointment! =P

Evelina Silverblade wrote:

Lol, I had heard this AP was pretty lethal.

Once we have the money, may I suggest a party purchase of a CLW wand? Y'know so we can not die and so poor Astrid and Arvanya can actually use their other spells...

Also not to be that player, but XP? :p We are so close to level 2 that it's getting me excited. I've never had a PbP game that I joined from the beginning reach level 2....

Wow... That's sad! I'm pretty sure my Kingmaker game is defunct now, but we did run from level 1 up to 6. Though it did take over 2 years, 2 replacement PCs and GM to do it.

This one seems to be going much faster though! I will second (or third, at this point) the purchase of a wand of CLW for the party.

Also, Blaze will be relieving the bastard who stabbed her of his masterwork studded leather unless someone else wants it.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Yes to the wand. Please. And I think Freyja will also learn Cure Light when the group levels.

Freyja would like to carry the MW short sword for now. +1 to hit at this level us nothing to sneeze at.

I think we have no choice but to spend the nigh here at the moment.


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I'm sad to hear that Evelina! It looks like you need to be a bit more selective with your GMs perhaps :P. I had my share of games that died quickly but since I started to do a bit research on the GMs before joining a game, my games became much more 'healthy'!

I usually make my players level up during weekends since it is a 'slow-time' anyway but since you asked for it... LEVEL UP!

Please post your character changes here and don't forget that we are rolling for hp (and you get a reroll for every Con modifier you have). The only thing I'm asking is for you not to stop posting during the level up process! Some players are pretty fast while others take time to think everything so I'd rather keep the posts during the weekend so we can keep the game flowing.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Sweet. Here goes. Freyja takes another level of bard. No surprise there.

Hit Points with con 12.
Hit Points: 1d8 ⇒ 6
Hit Points: 1d8 ⇒ 3
Taking the 6, obviously.

She gains a BAB of +1 and can now draw a weapon while moving. Yes!
Reflex and will saves both increase by 1. Fort does not.

She gains Combat Casting as a bonus feat and can now perform for a total of 9 rounds per day.

She gains a zero and first level spell and takes:
Zero - Prestidigitation
First - Cure Light Wounds

She gains a total of 6+2 skill points and spends them thusly:
Adventuring Skills:
Knowledge Dungeoneering +1
Knowledge Nature +1
Knowledge Planes +1
Knowledge Religion +1
Sense Motive +1
Stealth +1

Background:
+1 Knowledge Geography
+1 Knowledge History

She is still short training in 9 class skills, can you believe that?. Just never enough skill points.


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13

Whoo-hoo, level up! Evie, you have broken that precedent!

Frosty, will Blaze's current con damage effect her hp roll?


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Blaze Oriel wrote:

Whoo-hoo, level up! Evie, you have broken that precedent!

Frosty, will Blaze's current con damage effect her hp roll?

No, roll as if you had your full Constitution.


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points
GM Frosty wrote:
I'm sad to hear that Evelina! It looks like you need to be a bit more selective with your GMs perhaps :P. I had my share of games that died quickly but since I started to do a bit research on the GMs before joining a game, my games became much more 'healthy'!

Indeed. When I first starting applying for PbP games, I was just trying to keep busy. I was in a job position where I literally did nothing most days, so I was going a bit crazy and needed to stay occupied. Eventually I changed positions, got busier and so when a lot of my games died out, I didn't replace them because I was so frustrated with the general lack of commitment most of the GMs seemed to have. Honestly, I almost quit PbP gaming entirely and didn't apply to any new games for about a year. I only started playing again starting this summer and the fact that I have more limited free time that I don't want to waste has made me way more selective about the games I join. Also, I have already promised myself that if I ever have enough time to GM a game on this site, I am going to shamelessly stalk the posting history of the applicants!


HP 11/11 | AC 17 T 14 FF 13 | F +3 R +6 W +2 | CMB +2 CMD 16 | Init +4 Perc +6 | Spells: 1st 2/2 | AF 1/1
Wolf Stats:
HP 16/16 | AC 14 T 14 FF 14 | F +5 R +5 W +1 | CMB +2 [+4] CMD 14 [+16] (18 [20] v trip) | Init +2 Perc +1

Hooray for level 2! My 13 Con gives me two rolls for hp:

1d8 ⇒ 6
1d8 ⇒ 4

Auryel has 15 Con and gets three:

1d8 ⇒ 7
1d8 ⇒ 2
1d8 ⇒ 2

I'll be right back with updated stats!

____

Vanya:
+7hp (+6 dice, +1 Con)
FCB +1 skill rank
BAB +1
+1 Fort, +1 Ref
+spells known (0 - mending, 1 [3/day] - resist energy)
Skill ranks (2+8): +1 Handle Animal (bg), +1 Sleight of Hand (bg), +1 Heal, +1 Intimidate, +1 Ride, +1 Spellcraft, +1 Perception, +1 Stealth, +1 Climb, +1 Swim
Bonus Feat: Outflank

Auryel:
+9 (+7 dice, +2 Con)
BAB +1
+1 Will
Skill ranks (1): +1 Perception
Feat: Armor Proficiency (Light)
Bonus Feat: Outflank


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

Finally starting the leveling process.

Roll for HP:
Hp: 2d10 ⇒ (9, 10) = 19

I'll take it!

-Posted with Wayfinder


F Looks human (Ulfen) Warpriest of Gorum VMC ranger 2

Leveling! Woo!

Hit points:
Attempt #1 - everyone gets it!: 1d8 ⇒ 3
Constitution reroll #1: 1d8 ⇒ 1
Constitution reroll #2: 1d8 ⇒ 6
Welp, at least there's one above average - taking the 6+2 CON for a total of 8.

Skill points:
+1 Knowledge (nature) Because really, I'm a woodsy character going into a fey campaign. I should have had it before. ;)
+1 Perception
+1 Survival (FCB)
+1 background rank Craft (leather)
+1 background rank Knowledge (geography)

Class stuff:
+1 BAB Now I'm in the draw-while-moving club too! Yay!
+1 Fort save
+1 Will save
+1 0-level spell prepared/day (light by default)
+1 1-level spell prepared/day (a second divine favor by default)
Fervor 1d6 (warpriest version of lay on hands that can also be used to swift-action cast self buffs)

And I think that's it! I'll get the actual changes made to my sheet in a little bit.


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

Class:
+11 HP (10 roll, 1 Con)
+1 BAB
+1 Reflex
Charmed Life 3/Day For use on Will saves, forever and always...

Skills: +8 (4 Class, 1 Human, 2 Background, 1 Favored)
+ 1 Acrobatics
+1 Disable Device
+ 1 Escape Artist
+1 Intimidate
+1 Perception
+1 Sense Motive
+1 Perform (Oratory)[Background]
+1 Craft (Clothing) [Background]
Sorry guys, I know those backgrounds skills are super useless...but I feel like Evelina needs them ;)...Disable Device though!

Will update my profile when I get home.

-Posted with Wayfinder


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

I have Profession Sailor. Doubt that is gonna come in handy. But hey, she was raised a viking. Every viking has to know how to sail, right?


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

With all that we have found, the unconscious prisoners and the lady I am not sure we can transport everyone anywhere tonight, even with the horse.


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13

I am trying to make use of Myth-Weavers to generate a better sheet for Blaze, so I'm still working on the level up.

HP Rolls:
HP Roll: 1d8 ⇒ 1
HP ReRoll 1: 1d8 ⇒ 6
HP ReRoll 2: 1d8 ⇒ 6
HP ReRoll 3: 1d8 ⇒ 3
HP ReRoll 4: 1d8 ⇒ 8 Yay!

Frosty, would her extra HP gained from the level up go into her current HP or just her total HP. Is she now 6/24 or 15/24?

@Group, we did find more horses in the stable. If Blaze's condition is improved by level up, I think we could be on our way back soon. And that path should, in theory, be clear. Plus we promised the men...


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Sure, go get those men. But they are close.

We need to talk to the prisoners in order to try to learn if there is any real threat to staying. The sprite might also have info. I say we are likely better off here than our in the weather, even if we are attacked again. Most conceivable threats could track us. We have a Lady that is not likely going to be good with ruffing it. We have two unconscious people that are dead weight as well. I am 100% for staying the night until we find out more information. What time of day is it anyway?

If our new spells are available before we rest I can heal. But I would expect we need to rest to gain those new spells and abilities.


HP 11/11 | AC 17 T 14 FF 13 | F +3 R +6 W +2 | CMB +2 CMD 16 | Init +4 Perc +6 | Spells: 1st 2/2 | AF 1/1
Wolf Stats:
HP 16/16 | AC 14 T 14 FF 14 | F +5 R +5 W +1 | CMB +2 [+4] CMD 14 [+16] (18 [20] v trip) | Init +2 Perc +1

Woops I just posted along with Freyja. You're right, it would be hard to move the party as it currently sits. But Blaze is right, too. We have more enemies than friends in the woods. Sleeping here is a big risk.


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@Blaze: You get the extra hp in both your current and total hp, but you get only three rerolls (+3 con modifier), so you don't get your 8 :(.

Regarding the time of the day, it should be around 3-4 pm.


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13
Freyja* wrote:

Sure, go get those men. But they are close.

We need to talk to the prisoners in order to try to learn if there is any real threat to staying. The sprite might also have info.

Agreed, and I know our options for reviving them for questioning are limited. Unless the wound threshold helps us there? Auryel was conscious even though he was negative hp.

If everyone wants to stay, Blaze will go to release them on her own and try and keep from running into trouble. Blaze is pretty much immune to the weather and also the stealthiest of us. (And based on her new defense ability, could probably serve as the campfire/hot-water bottle from now on to keep everyone else warm!)

Pyro Defense: Searing Flesh:

Element(s) fire; Type defense (Su); Level —; Burn 0

Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Who wants a hug? XD


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

Evelina always wants a hug...and does not have the wisdom score to think about the consequences...so...


F Looks human (Ulfen) Warpriest of Gorum VMC ranger 2

I say stay here - this place is going to be way more defensible than a camp in the woods would be, especially with wise choice of room, and at least in here we're out of the cold. We're tapped out enough that I don't want to risk a trek back through the woods. We did agree to let the men go if their information proved good, though, and I'm for keeping that promise even though Astrid will be more reluctant. ;) I'll accompany Blaze if she doesn't want to go alone (although I'm probably not the stealthiest among us).


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

Yeah, given that we might not have enough time to get all the way to Heldren, Evelina would probably vote to stay here and leave tomorrow in the morning.

She would definitely want to go check on the other bandits, though.

-Posted with Wayfinder


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Aren't we days from Heldren, even without prisoners that currently are unable to walk.


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

Seems like it took us about a day and a half on foot with the interruptions. But the bandits we left behind are only a few hours away on foot.

-Posted with Wayfinder


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So, Freyja and Astrid are going for the bandits while the others remain behind to guard the place, correct?

Also, Blaze, how are you doing with the level up process?


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13
GM Frosty wrote:

So, Freyja and Astrid are going for the bandits while the others remain behind to guard the place, correct?

Also, Blaze, how are you doing with the level up process?

That's what I understood to be the plan.

Level up is finished, at least on my new Myth-Weavers sheet. I haven't finished updating the text on the profile, but the stat line is correct.

I'll summarize the changes quickly:
Gains +1 BAB and Fort and Ref saves increase by 1
Gains Elemental Defense: Searing Flash (I think this means Blaze can do her Pyrography now like finger-painting! XD)
Gains a Utility Wild Talent: Chose Fire's Fury (doesn't do much yet, but will really kick in when she gets Elemental Overflow next level)
Took +1 hp for FCB
Gained 5 skill points +2 Background points, spent as follows:
+1 Acrobatics, +1 Intimidate, +1 Perception, +1 Stealth, +1 UMD; +1 Lore, +1 Artistry

Evelina Silverblade wrote:
Evelina always wants a hug...and does not have the wisdom score to think about the consequences...so...

LOL! I kinda pictured that as the look on Blaze's face the first time you hugged her. XD


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@Blaze: I think your total hp should be 25... 15 from level 1 plus 6 of your roll, 3 from Con and 1 from FCB. I think you missed my other post that explained you rolled more dice than you should, so you did not get your 8.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Was I correct in assuming that we do not have access to our new spells until we rest?


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13
GM Frosty wrote:
@Blaze: I think your total hp should be 25... 15 from level 1 plus 6 of your roll, 3 from Con and 1 from FCB. I think you missed my other post that explained you rolled more dice than you should, so you did not get your 8.

Whoops! I guess I did miss it. I keep forgetting that her con is a 16. I almost never build a caster with less than an 18 in the casting stat. I'll fix that.


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Freyja* wrote:
Was I correct in assuming that we do not have access to our new spells until we rest?

Yes! Only after you rest you get the new spells.


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@Freyja and Astrid: You are 60ft away from the wild boar and the men (60ft for Freyja's darkvision and Astrid Scent with upwind). The boar is distracted with his meal so he doesn't noticed you yet.

With a Knowledge (nature) DC 12, you'd know that it has scent but since you are upwind, it is reduced to 15ft. It is also omnivorous and quite territorial and aggressive.

If you come closer (like 30ft or less, and requiring Stealth) you might be able to see the men's wounds and perhaps be able to know if they are alive or not (for example if the boar is feasting on his guts). Even so, there could be some of them with not many superficial wounds (like those you stabbed before) that might be or not dead.

To be completely sure you'd have to get rid of the boar first, but you can also take in consideration that none of them are fighting back or even screaming. Oh, and the boar is a medium size creature in terms of rules, the expected size of a wild boar.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Not moving means unconscious and not suffering I think. I say we have done our best by these men who attacked us and would have killed us, or worse. It would not be right to risk ourselves and endanger our team and mission for their sake at this point. Astrid?


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It appears that Lady Argentea has no more information to give you, but there are still the two other captured bandits (still unconscious). Do you want to do something else this night or can I move you to the next day?


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

I'm fine with moving to the next day

-Posted with Wayfinder


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

If everything we can do to secure the lodge (close/lock all windows and doors, etc) has been done then I am ready as well.


F Looks human (Ulfen) Warpriest of Gorum VMC ranger 2

I say move on. We don't have healing to bring the bandits up (although I can take 10 on giving them long-term care so they're more likely to wake tomorrow), so interrogating them's going to have to wait, and I don't have anything else that needs doing tonight.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Freyja will have up to 3 cure lights tomorrow.


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

@Freyja: Pretty sure the boots aren't magical, otherwise Frosty would have put a spellcraft spoiler like he did for the cloak (and they would be worth more that 15gp). I think there's some wishful thinking going on ;p

Regarding Movement:
Evelina can move 30ft, so no issues there. Who in the party is wearing medium armor now that Arvanya has changed. Astrid? Would she be willing to go on horseback?

Regarding Healing:
Obviously they are not my spells to cast, but given that we have three people who can cast Cure Light Wounds, it might be worth healing Astrid, Auryel and probably even Lady Argentea just to try and get them more in the healthy range. I'm fine letting the bandits stay injured to be honest. Even the half-orc. Especially since none of us actually passed that sense motive check.

The stuff with talking to the prisoners I will try to address in gameplay later tonight. But I will say that I don't feel particularly strongly either way, so no need to wait for me if there ends up being a clear consensus.

-Posted with Wayfinder


HP 11/11 | AC 17 T 14 FF 13 | F +3 R +6 W +2 | CMB +2 CMD 16 | Init +4 Perc +6 | Spells: 1st 2/2 | AF 1/1
Wolf Stats:
HP 16/16 | AC 14 T 14 FF 14 | F +5 R +5 W +1 | CMB +2 [+4] CMD 14 [+16] (18 [20] v trip) | Init +2 Perc +1
Evelina wrote:
Obviously they are not my spells to cast, but...

I like hearing suggestions, so by all means, keep them coming! I do vote for a group purchase of a CLW wand ASAP, though :).


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

I agree with the wand recommendation, if one can be had.

I agree that we do not know much about the half orc. I did not recall that no one made the SM check so maybe its not appropriate to ask about her. But if she is working with Lady Argentea, or if she knows anything more, I am sure she will tell us.


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13

Frosty, was Blaze able to recover her Con damage?


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@Freyja: Sorry, I missed your question about the boots. Evelina is correct, the boots aren't magical and I'd have posted a spellcraft spoiler for you if they were.

@Blaze: Yes. When in doubt take a look at the spoiler in the header of the campaign. When I computed your healing for the night I removed that Con damage.


F Looks human (Ulfen) Warpriest of Gorum VMC ranger 2

I took Freyja's old light armor, so I'm at a 30 foot speed now too. If we're all able to move at a 30, I say we use the horses to transport prisoners back (as I pointed out in Gameplay); that leaves one more horse as well, if Arvanya doesn't want to give up her heavier armor or if we want to take turns riding to try and move faster.

As for wands, I'm glad to contribute for a party wand so I can actually use my divine favor. ;) I think it'd be a good idea to get everyone to full before we leave, though, so we make sure we're fit for any encounters that might arise. I can gladly use a spell or two of mine to help make it so. (I agree that if the prisoners are conscious, they're fine where they're at - leaving them in a harsher wound threshold works out better for us if they try something.)


Current Map | Loot | Critical-Fumble Generator

@Freyja: The header of the campaign is always updated with your current hp, so when in doubt, just check them!


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Ah, I looked on the campaign tab. I see it now. These numbers are after Freyja's cures?


Female Human Swashbuckler 4 | HP 47/47 | Init +5* | AC: 20/15T/15F | Fort +2, Ref +7, Will +0 | Perc. +6; SM +3 | Panache 3/3 | Charmed Life 3/3 | Mythic 5/5
Active Effects/Additional Info:
*Initiative 2 lower if no Panache points

Pretty sure those numbers are after sleeping, but before any healing.

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