Pathfinder-Reign of Winter-pbp (Inactive)

Game Master New England Frost Giant

An earthquake rocks Taldor and its border regions. Can to heroes unearth the secrets behind the breached walls and the Reign of Winter?


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Spitballs and straws. They actually hurt because by the time it got to the enemy they were frozen! Haha!

Every time I read the title of module 5. I think of Resputia from Norbit!


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

i am pretty much out of commission today and tomorrow. I will try to make a post but please feel free to bot me.


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

I am back in action again, once we are all cooking again


Did the game just lose steam?


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

i am waiting for the player before me to post in the initiative order


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

I know that I, for one, am very excited about it


I know Grey didn't post, so I took his turn, now its Kilain's. I guess this little beginner quest will weed out the serious players from the not so serious. I have players willing to take up arms if the need arises.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Indeed, I would think that the posting would flow faster, I am certainly invested.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

Less a question of seriousness as a question of timing. Last week's family visit edged over into yesterday, thank you for botting me. I will have an initial Game Journal post over on Obsidian Portal later today


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

This is why I suggested that we do a different style of initiative. Whether it be, averaging initiatives and baddies go then good guys or even doing segments. Like below

IE Initiatives

A 20
B 3
C 15
D 5
E 14
F 4
BAD Guy 1= 19
Bad Guy 2=7

It would work like this

A---->Bad Guy 1----->C and E--->Bad Guy 2-----> B and F

C and E could go whenever they chose to within their slot.

Anyhow everyone did not like the idea prior, but considering I thought I would re present it. I am happy to continue as we are as well, but this might expedite things


Sorry for the somewhat premature post Grey. If any of you are going to be busy, try and drop a quick post letting me know that you will be unavailable, like Dorvren did. It really will help me with gameplay. Thank you all for your dedication to campaign.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

I still do not like anything other than traditional initiative the way the rules are written. The combat mechanic is so dependent upon interrelated actions that any other approach would necessarily confuse the linear progression. We, as a group just need to be attentive, or you get botted. I think we can all do that. I appreciate your efforts at devising something though, Dovren.


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

As I said I am fine doing whatever. That being said the other ways do work well for PbP and it is not confusing.

I am not arguing though


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Me neither. :-)


I just updated last post. Maybe I didn't fully understand it. What I am going to do, is when new monsters enter the fight, I will just roll their initiative and place them in the order in which they rolled and post New Initiative Order to let you know where the creature(s) will be, but they will be grouped if more than one creature of the same type is present. For example 2 giant spiders, 3 spider swarms and one spider queen. Their are three different spider types, each group will roll initiative and be place in the order they rolled. It would really be unfair if six creatures went before any of you did. I never had the black heart of being a pc killer. It will come down to a player killing him/herself or bad rolls. With that said if your life depends on saving throw. If my roll fails, I will let the gods grant you one last chance to make it and let you roll for yourself. Does that sound fair to the group?


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

more than fair


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

I really have nothing that can affect a swarm now guys and a channel will heal up some of the swarm ;) as I can only exclude 1. Ill be at work til late today, after Grey reposts...you can bot me to keep things moving. Ill cure light on Kjell, backing up with him to stay behind him.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

I just downloaded my copy of the People of the North Players Companion & it does have the 'Reign of Winter' Player's Guide as part of it. Going to skim through it & then I will post what the Campaign Traits are.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

Ok, I'm just going to give the name of the Trait, a hopefully concise sentence describing it & another sentence listing the mechanical effects.

Adaptive Magic: Though not necessarily a spellcaster yourself, you have always been fascinated with the intricacies of magic. +1 Trait bonus on Knowledge (arcana) & Use Magic Device checks, and Use Magic Device is always considered a class skill for you.

Blood of Giants: You're huge... Well, for a member of your species. You may also have a bluish tint to your hair or skin as well. +1 Trait bonus to combat maneuver checks to Sunder, and +1 Trait bonus to your CMD vs. Bull Rush & Overrun combat maneuvers.

Failed Winter Witch Apprentice: You were raised as an apprentice to an Irresene Winter Witch, but did not complete your tutelage for some reason. +1 Trait bonus on Knowledge (Arcana) & Spellcraft checks to identify spells or magical effects with the cold descriptor, & one of these skills is always considered a class skill for you. Additionally you gain Hallit or Skald as a bonus language (which does not count against your total number of bonus languages from race or Int mod.)

Northern Ancestry: One (or more) of your parents came from the North or possibly you have the blood of some cold-loving creature in your veins. +1 Trait bonus to Fort saves & cold resistance 2; this cold resistance does not stack with cold resistance gained by any other means.

Restless Wayfarer: For whatever reason, you have never felt the need or desire to settle down in one place, 'over there' is one of your favorite sayings. +1 Trait bonus on Knowledge (geography) and Knowledge (local) checks & one of those skills is always considered a class skill for you. You can also speak one additional bonus language.

Vigilante Witch Hunter: For whatever reason, you don't trust witches & have exerted a certain amount of energy in ferreting them out & thwarting their schemes. +1 Trait bonus on Sense Motive checks & Sense Motive is always a class skill for you, also you start the game with 1d4 hex nails found on page 29 of People of the North. Also reprinted at bottom of post.

Warded against Witchery: Sometime in your youth, you encountered & survived EVIL MAGIC. The experience changed you in ways you are still learning to cope with, but you have noticed a certain resilience to it's effects ever since. +1 Trait bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 Trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Hex Nails
A hex nail is a thik, 6-inch-long nail forged from cold iron. usually carried like a charm or concealed within the heels of shoes, these roughly worked nails are the only protection many common citizens of Irresen have against the White Witches and the cold fey of the North. Carrying a hex nail grants it's possessor a +2 resistance bonus on all saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches. A hex nail automatically grants it's bonus when it's possessor is targeted by such an effect. Once a hex nail has granted it's bonus on a single saving throw, it becomes a nonmagical nail.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

I will be swapping out Killer with Northern Ancestry.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

The more I think about it, the more I feel Warded against Witchery is most appropriate for Grey. I was really tempted by Adaptive Magic or Restless Wayfarer, but I like the feel of him surviving having been a slave of an evil spellcaster & coming away from it a bit better able to fight them, even if only intellectually.
Granted, he's still screwed if they are evil Divine spellcasters, but nothing is perfect...


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

I think Dorvren will be adding restless wayfarer. Not that he has traveled but he has read all about these places. Geo will become a class skill, language TBD.


I thought this wasn't to be released till the 30th? It won't let me dl the PDF.


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7
New England Frost Giant wrote:
I thought this wasn't to be released till the 30th? It won't let me dl the PDF.

I have a subscription & it looks like once you have received e-mail notification that your hardcopy is in the mail, you can download the PDF.


That's probably why. Guess I gotta wait a few more days then


I am looking at letting you players make final adjustments to you PCs after this side trek. As long as you haven't used whatever it is you want to change. Ex. Feats, Spells, Grey I will even let you dismiss Great Mastiff as long as you don't use it in battle. FYI group.


I will also let you create a totally new character if you are having 2nd thoughts.


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

We might all be rebuilding at this rate! Everyone is out of splash weapons.

But that is good to know DMFG


I want to congratulate you all on being born!

Dorvren 9-20
Grey 7-7
Kilain 12-25
Kylma 2-17
Kjell 9-14

1 Abadus
2 Calistril
3 Phrast
4 Gozran
5 Desnus
6 Sarenith
7 Erastus
8 Arodus
9 Rova
10 Lamashan
11 Neth
12 Kuthona

Current date 6th day of Erastus 4713


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

are we getting presents?!


No because Jesus wasn't born yet! :)


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

hey! Grey's Birthday is tomorrow!


If tomorrow ever comes! Mwahahahahaha


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7
Kjell Carlufsen wrote:
hey! Grey's Birthday is tomorrow!

Yay! I want a pony & a sword & a real Desnan Candle with blow-em-up action & a...

What, you thought Grey only looked childlike?..


You'll be lucky just to survive the next fight. Lol


1 person marked this as a favorite.

Preordered mod 1 last night. Will have PDF 1st probably.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Niiiiiice...really looking foward to it.


Male Dwarven 1st Champion ??/??; Perception+?; AC ??; Fort +??; Reflex+??; Will ??

well if we don't survive, could be a short lived campaign ;) *chuckle*


I was referring to Grey. :)


I just saw the sixth module and this campaign is gonna kick Baba Yaga's old wrinkled buttocks!


You still with us Kylma? Haven't heard a peep for a few days. I'm trying to keep you alive by making you the Olympic torch bearer. :)


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

Alliteration is fun, I blame Stan Lee & all the old Dr. Strange comics...
Hrm, not certain about Kylma. She hasn't posted on the other PbP I play with her in a while either.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Somebody PM her?


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

Just did so.


Thank you Grey. If she doesn't answer by this evening. I will bot her


I think it will work if people want to forecast their turn once you enter a new room or area. This may help speed up game process. If I get to your turn and it won't work I will let you know.

Also you may move attack and move again if you kill the creature you are attacking and you must have movement left. I did this with Kylma so the doorway wasn't blocked. If you move away from another adjacent creature attack of opportunity still applies. Maybe the rules already say this, but am still putting out there.


If there is no response from Kylma by the end of this quest I will have no choice but to replace her character


Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3
Map Link Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

that is fair


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Agreed


'Human Boy'
Perception DC 25:
That's not a boy. It's a Halfling man!
Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

Yes. I have really enjoyed playing with her, but yes.

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