JZ's Reign of Winter (The Frozen Stars) (Inactive)

Game Master JamZilla

Combat Map
LOOT SHEET


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Guys, I'm letting all my games know that I'm going on a three week holiday from the 12th May. The chances are I will be able to post periodically throughout that time but it's going to be a pretty packed holiday so it will be time-permitting. I also won't be able to do any maps so it could well be RP-heavy in tha time.

Just giving you the heads up know while I'm booking trips online :)


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Just sayin' I think our assault into the tower has gone well after the bumpy start! :D


Wow. If thats not tempting fate...


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Not really ;)


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Corum is getting some payback after nearly being killed. For the record: he is loving this.


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

It's all going to plan.... :P


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Well Sapphire may be handing in her 'glass cannon' card and reapplying for the 'damage sponge' position of the party :p


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

S' ok. Dm is going to lay out some nice shiny +5 mithral shirts for us shortly. Isn't that right J? Lol.


I wouldn't count on it. They are all wearing normal chain shirts if that helps


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Fair enough. Just have to settle for vorpal swords then! ;-)


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Mithral Swords and Vorpal Armor!


Vorpal armor is cursed. Every time an enemy confirms a critical on you, you are decapitated :/

Usually only happens once


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Potion of Hydra Blood :P

Chop away, Ninnny!


Say hello to Del :)


retired (arc completed)

"Hello to Del :)"

=P

'sup guys!


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Hello Del. You joining our merry band? Welcome on board.


I asked Del to join. We play together in another game and I thought he'd add an interesting dynamic to the group.


retired (arc completed)

Word on the street was you guys were a little light in the diplomancy and bluffomancy departments. I'm hoping I might be able to help out a bit in that regard.

Thanks again for the invite, JZ!


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Oh yes. V Light in those depts. You are more than welcome. I look forward to working with you. Just got to get you out of that cage!


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

Hey Del, glad to have you on board.
Welcome to the game, it's true we are pretty bad at diplomacy, we are all lacking in social skills it seems.
But we are good at other things :)

"You know carpentry. Can you do anything else? "
"Whacking! Im hell at whacking"

Bonus points for naming the film.


retired (arc completed)

Witness!
Excellent film =)


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

Hey Del, please to have you with us. Maybe now our answer to everything isn't charge in and kill, it will be a very nice change :P


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Corum's answer is to always charge in and kill.....that is unless he gets smashed up by a troll! Lol.


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

When dealing with Witches, the ONLY answer that can be is charge in and kill. Or stalk and slay. Either works.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Welcome Del! Nice to have another PC be found/rescued, Sapphire automatically has sympathy for your position :p


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

yeah, Sapphi is our first rescue pup :)


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

What healing do we have left? Nasrin has nothing available. It was mostly burned up with that damned troll on the porch.


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Corum has 2 clw. Happy to share.


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

did anyone buy any potions in the village before we left? Other than me that is :)

I have 2 clw potions left and if I expend my remaining 1st level spells I could cast it once today that would leave me with my scrolls and 1 level 2 spell left

We don't have much healing to see us through this tower. Hopefully we can find some potions or a wand

If we push on to the second floor I would suggest those that are hurt drink a potion before we go. Otherwise 1 good hit will take you out of the game.

I will use my spells to heal someone and will give up 1 of the potions I bought.
I will keep the last one as a backup.

What hp is everyone on?
I am 15/17


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

I bought 3. Used 1. Hp 20/36 so I can taje a couple of hits but that depends on what does the hitting.


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

That is a big problem, keeping everyone healed up. I've used everything i had giving them out and using it on Elleross.

I thought we had a wand.. but the town can't have had one to sell. We may have to hold up... and sleep, never a good idea but if this start to get hard better than walking in to a slaughter.


retired (arc completed)

Ooooh! I see that you guys are using Hero Points - how many should I start with, oh intrepid GM?


Let's go with 2, one per level

Now that there's six of you I'm going to up the challenge so don't be afraid to use them.

I am not a fan of using two to save yourself if you die and also because I tend to roll saves on your behalf, you wouldn't be able to add plus 8 before the roll, just plus 4 afterward.

I do tend to be quite generous with them as a result of those limitations and because you are, you know, heroes :)


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Elleross, is that CLW pot still up for grabs? Nas is at 10/27


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

That's fine Nasrin, take it.
Corum should drink one of his remaining potions I think.
20 hp is not that much.
I am going to keep hold of the last potion for an emergency.


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

16/27; AC 19 w/ Barkskin


retired (arc completed)

Just a heads up for you marvelous folks, I've got a Cabin trip (the first of the year) this weekend and there's no cell reception way up there. So, I'll be unable to post on Friday or Saturday. Depending on when I get back on Sunday, I might be quiet until Monday.


retired (arc completed)

Regarding running adventures with 6 PCs, there are three things I've done that have been low impact as far as my prep work is concerned and also pretty effective.

1a) I pad the bad guys' hps enough for them to take an extra hit or two (depending on the PCs level) before going down.
-OR-
1b) This one might be a little loosey-goosey for some. I add in a few extra mooks to split the party's attention. If there are already easy-ish mooks in the encounter, I'll just duplicate them. If there aren't, I'll pick a thematically appropriate type of creature for the encounter, give it big penalties to AC, Saves, and HP, and bonuses to hit. The point of these mooks is for them to serve as a credible threat (good bonuses to hit, have to not over do it on how much damage they roll though), but also fairly easy to take down. They aren't meant to overwhelm the heroes, just eat up some actions or a spell slot or two.

My players, in particular, love 1b.

If it's a solo boss type encounter though, then I go for:

2) Let the creature go twice every round. I used to roll initiative and let boss creatures go on their initiative score and then again at that score -10, but if the party's rolls all clumped in the middle, the boss got to go back to back and that was overwhelming. Now, I just split the PCs in half according to initiative and drop one of the boss' turns in the middle. The other turn is either at the top of the round (if it wins initiative) or at the end. Quick, easy, a little dirty, but my players have all loved this too.

I might also pad a solo creature's hps a bit too, just so it's around long enough to at least take a couple big shots at the heroes.


I also make judicious use of the advanced template, but yeah, extra monks to use up resources works for me. Besides, I trust you guys will tell me if you feel like you are sailing through or, on the other hand, getting hammered.


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Right now it's a mix. In general the mobs aren't terrible. The terrain dramatically affecting us has been painful :/

Overall, I am happy, but the Dicebot has done some work here... :)


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

Just to let you all know I'm going to be away for the next three weeks In America, while I should have Internet posting could be hard. Please bot me but i will try and keep up!


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

No problem check in when you can.
have a good trip :) enjoy !


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Yeah enjoy. Eat, drunk, wench, get in some fights and kick some doors down!


That sounds like a night out in Neath (local joke)


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

I was on that night out and it happened in exactly that order. I think!


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

The cloak is useful for everyone but I think those with the worst saves should have it.
I'm happy for Corum to take the cloak but if any one else wants it and we can't decide then we let the dice gods decide :)
Those that are interested roll d100
Highest roll takes the item.


He he heee!
Now accepting bribes, petitions, and sacrifices!


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Gah, DiceBot! Our true nemesis!!!

You, Nasrin and I are to have a reckoning buddy ;p


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

We have come to an agreement: I will take ten at every opportunity and it will roll closer to useful numbers ;)


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

Jamzilla is going away on the 12th :(
Resting on this level may give us the opportunity to RP whilst he is away.
Should keep us going for a while, none of us know much about each other in game and we have a new companion to grill too :)
We can clear this level then rp a lot until j can update again

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