Rd Sun's Reign of Winter

Game Master JankInTheTank

Reign of Winter AP, starting at level 1
Loot Sheet

Maps and Info


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Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

Wonder if we could have someone melt it down in favour of other weapons... or just swap it in trade.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

i'lll take the bow and hammer then, the bow is a direct upgrade to my current and the hammer forthe bludgeoning.


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RoW Maps

Hey all, really sorry about my lack of posts lately. been having some family drama that has kept me really distracted.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

We are happy you are back GM and hope the game is a good breather out of the toughness of life...

By the way, what Samuel needs the most is basically a +1 magic improvement to his musket. Is this possible to be done by some centaur shaman or a similar divine crafter among them? A headband of Wisdom +2 could be another good alternative for him where to put his money.

If some crafter can melt the adamantine hammer to make a proper adamantine axe for Callix or scimitar for Ashling, that would be cool to, I understand the crafter would ask some compensation for his work, but it is probably better than selling the stuff and buying a new one.

I guess that would mean we stay a few more days among the centaurs before we start our trip, but as it does not seem there is a ticking clocked event we are probably fine with it.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

i do like the smelting idea, getting adamantine weapons that our characters focus on by smelting down what we have would be cool if possible.


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RoW Maps

Hey Samuel. I somehow missed that there were new posts on the discussion side and never saw your question.

For the musket upgrade, even though the weapon itself is unfamiliar to the centaurs, the runes to make it a +1 would be he same as any other weapon. the centaurs could certainly do that, and I am happy to retcon that you did that before leaving the camp.

For the reforging of the adamantine weapon, I don't know what the best way to handle that is. I can't find anything specific about reforging weapons made of special materials. if anyone has done something similar in other games let me know.

The solution in my mind if i have to make something up would be to allow you to essentially buy the new weapon at 1/4 the normal cost. without reforging you would sell the hammer for 1/2 its cost and buy a new one that would be similar in cost making it net cost about 1/2. but you're providing the materials and asking someone to make it spending time instead of coin, so you get a discount.

the issue with that i have is that adamantine would be very hard to work with without a full forge and possibly special equipment, which would not be likely found in a scouting camp.

One option would be to leave your hammer with the centaurs with the promise that they will bring it to one of the cities nearby and have i reforged for you, and you can pick it up when you leave the fortress. it would mean being wihtout your hammer for the majority of this module, but it would do the trick.

Alternatively, you keep the hammer during the trip into the fortress and then spend some downtime afterwards going to the centaur city and having the work done in person between this book and the next


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

I agree that -- short of them having something there that we could trade for (like, say a nice adamantine axe), then we'd pay a small premium to sweeten the trade -- but otherwise, they would likely not have the ability to reforge it on their own.

In terms of what to do, I would say holding it for now until we can actually *do* a reforging (or trade) makes the most sense -- I mean, we do have the adamantine longsword, but if we're dealing with something with high levels of DR, it may be worth it to use the thing -- though most of us would be far less able to hit with it.


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Finally got access to my computer and I've moved Llewellyn's token on the map.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Thanks to the Black riders cloak, i can rock a 16 strength and i already had power attack because i was going with a dervish dancer build. so a scimitar would be preferrable but with that strength and the adamantine longsword i can make due as is atm.


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

So - I'm about to be away for 2+ weeks on a family vacation to a place with spotty (at best) internet -- and likely unable to post/check in.

Please bot Callix while I'm gone -- in this fight, she's already triggered 1 minute of sacred armour (For +1 AC), and her goodness blessing, so the axe will do +1d6 against evil things, and cast a diving favour (for luck bonuses of +3 to hit and damage).

Other than maybe healing herself, she's not likely to do much that's special - her spells are very much about making her more effective than they are trying to blast dead things -- and the low DC and damage means she'd pretty much never channel (certainly not to harm undead)


RoW Maps

Enjoy your vacation, Callix!


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

This is a bit of a sticky situation. Callix in is 4 hp from death.

I could 5 foot step back and heal her to stabilize or attack and maybe we down him this turn. Thoughts?


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

I can hit her with my healing hex no problem. You should focus on doing damage.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

We are coming to your help Callix!


RoW Maps

Good time for a crit!


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Unfortunately I don't think any of us took Kn: Dungeoneering, guess Llewellyn should invest a point there next level.


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

Wait, you're a bard, Llewellyn. Does your archetype take away bardic knowledge?


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Sadly it does.


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

I'm back.... Not sure how much additional healing I need at this point.


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

Just realized... is Ariadna with us?


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

I thought we left her with the Hut?


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

I don't think so.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

So question. Is the Huts guardian like... On the porch or land. Because if we control the hut he shouldn't be a problem lol


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

If we need to retcon and say she stayed inside the hut, that's fine. She could be working on making me my cackling hag's blouse. Or, if she's with us, I think she can be of use. Having two witches throwing hexes at enemies can certainly be a threat!


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

I am fine either way. Letting her stay back with the centaurs working on some stuff as Letitia proposes is probably the less work for everyone of us.


RoW Maps

We will go with whatever you all decide. I would recommend leaving her with the centaurs and getting use of her ability to work on crafting for Letitia. the threats you'll face in this book are going to be a pretty serious threat to her, and she could be at risk of getting killed off if she goes into the fortress with you


1 person marked this as a favorite.
RoW Maps

to give you all a heads up, I am starting the process now of selling my house and moving. I am anticipating some times that my posting will get slow, but I will try to continue to keep things moving along. Thanks for understanding!


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:
GM My Red Sun wrote:
We will go with whatever you all decide. I would recommend leaving her with the centaurs and getting use of her ability to work on crafting for Letitia. the threats you'll face in this book are going to be a pretty serious threat to her, and she could be at risk of getting killed off if she goes into the fortress with you

That's fine with me, leaving her with the centaurs and crafting.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Hei GM, very much good luck with that, relocating is always so time and energy consuming...

It works for me about Ariadna!


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

In case anyone is interested I'm recruiting for War For The Crown.


RoW Maps

I am not currently a player in many games anymore (a few of mine shut down recently) so i would be interested but it looks like you have a lot of interest already! and I don't have a clear concept in mind yet. when are you closing applications?


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

September 10th so there's plenty of time. I'm hoping for a fair number of applicants because I'm searching for a group of players who will put the effort in to make the game interesting. I think this campaign shows those players are out there, but they're less common.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

I am definitely interested, I have a magus warrior poet character I have been long willing to play on that AP.

The Reign of Winter AP seems very linear which favors a lot PbP, but War of the Crown is a sandbox and very player driven. With players constantly needing to agree into the way to go forward being very slow on PbP and having similar issues with social interactions involving checks, have you thought on how to deal with those for a swift game?

Currently I am on the process of a career change and most probably my time available will be shortened for a few months until I get my toes on the new position, but I think I have room for one more game.

(I will have a look at the recruitment as soon as I can!)


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

I'll see about looking. In settling into another oracle thats a bit more complex than Ashling atm but its Crypt of the everflame so not to complicated a campaign.

Side note, anyone play the owlcat Wrath of the righteous game? Love it personally


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Yeah I've been thinking about it Samuel. Ideally I'd like the players to make a bunch of RP posts with rolls and I'll figure out what happened after a bit like a combat round. It'll be a little disjointed but I think it should work. E.g.

You're watching Viscountess Cynthia hold court with a gaggle of sycophants.

Influence (2 successful checks): Kn Nobility or Sense Motive or Bluff or Diplomacy or Kn: Local DC 15.

Discovery: Kn: Nobility or Linguistics DC 16:

Viscountess Cynthia harbor's one shard of doubt in her heart: the impact of Eutropia’s successful bid to end primogeniture. She believes deeply in law and tradition and worries that if the princess ascends countless others will follow in her footsteps leading to social chaos.
Success grants +4 bonus on future influence checks.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Yeah, that is probably the best way it can get to approach it Llewellyn.

Ashling_Frost-wing wrote:
Side note, anyone play the owlcat Wrath of the righteous game? Love it personally

I have played, and passed, the Kingmaker one, but the Wrath I find a bit to expensive, specially with the euro depreciation. Maybe a bit in the future. I definitely want to play it some day.


RoW Maps

As a quick note for y'all

the map for this book is insane. the majority of this book is a large dungeon (not surprising I'm sure), but the way they have to draw it to fit on a page is odd. the corridors between rooms are often very long and winding and some of them have info shown on the map that the players shouldn't be seeing.

So for the majority of this dungeon I will be adding individual rooms inot the maps slide deck without the corridor bits of the map. I'll be leaving rooms we have already seen on the deck, so if you go into a new room be sure to look for a new slide added to the bottom of the series.

This one was a bear to do on roll20 for my IRL group, but I have definitely gotten some good lessons learned on how to run this bit


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

One of my friends, on reading the adventure, bough the Roll20 map back for just that reason.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -
Letitia Frost wrote:

Does Samuel even speak Giant?

Letitia slaps her forehead as Samuel charges in and starts asking about the hag in what may very well be gibberish to the giants in the next room.

"The hag got the first group through," she whispers through clenched teeth. With no other recourse, she follows the gunman.

I am conscious about this point, but we need to move on and we can pass days discussing something otherwise that results pointless. When you spend 10 days discussing how to access a room the game loses its pace and the campaign loses interest. In my experience a wrong step forward is better than keeping the discussion going or beginning back and forth questions that might have no relevance to the setting in the end.

Samuel is the best to bluff the guard so I gambled with the chance they know Common.

Sorry if someone felt rushed or overstepped, if so, just ignore my post, most important thing we remain a team.


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

No worries from me! Letitia might be annoyed, but her player isn't!

I'm sorry if you felt like I was upset at you going ahead and acting. I'm not at all. Letitia was just being Letitia. :)

I agree that it's time to get the game moving again. I'm glad you acted!


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

GM from where he stands does Llewellyn have line of sight to the ettin? If so, is it in range of bladed dash? Horizontally it looks like the ettin is in range but I don't know high up those stairs are.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

No worries, I just felt the need to explain my pushy post :)


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -
Callix Ingritdottir wrote:
Looking at the map, would Callix be able to jump from the stairwell and close in a single move (and still attack) -- it's less than 30, and she's pretty good at Acrobatics. ;)

If it serves you Callix, jumping does not delay movement, so as long as you can make the Acrobatics DC 15 to avoid 10' falling damage, you do not end prone and can make it in a single move.

That is unless the staircase is higher than 10', but I doubt it, so you can probably assume it while we wait for the GM.


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

Given that Callix' modifier is +15, I think she'll be fine.


RoW Maps

it's not super clear on the picture, but the stairwell is not open to the air. it is a tunnel of rock that curves through part of the room. so you can't see anything in the room until you go around the edge of the stairs like Samuel's path shown on the map


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

Llewellyn, saving finale is an immediate action. So you still have an standard action if you like!


M HalfOrc Chelish Diva Bard 9 | HP 66 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Next level I think may get Arcane Concordance, I reckon that'd be pretty handy! Mind you so would good hope...


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Building a party focused on debuffing enemies until the Witch can do her save or die can certainly be a very effective strategy.


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RoW Maps

I am sorry for the delay. glad to see some really interesting role play happening while you waited.

I am in the process of selling a house in one state and buying in another, so I am a little pressed for itme IRL. I will try to post later today to keep things moving along


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Good luck with that GM! Real state is getting crazy on large cities these days.

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