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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RoW Maps

Sorry for the delay folks! We were moving over the weekend, and I wasn't able to find time to get on and check the forums. This one probably would have been a quick post, but the other table is just starting the fight with Rohkar, so getting on and writing all of my posts never happened.


| Speed 20ft | Active conditions: None | HP: 8/14 | AC: 16 (12 Tch, 14 Fl) | CMB: +3, CMD: 16 | F: +5 R: +2 W: +7 | Init: +2 | Perc: +10, SM: +3

My plan for Baradim is close combat with spell support. Being a Nature Fang gives him access to Slayer Talents but I lose wildshaping. Speaking of leveling up now...

Hit Die: 1d8 + 1 ⇒ (3) + 1 = 4
+1 BAB
+1 Level 0 Spell
+1 Level 1 Spell
Woodland Stride
+1 Rank of Heal
+1 Rank of Perception
+1 Rank of Spellcraft
+1 Rank of Handle Animal
+1 Rank of Climb
+1 to Fort and Will

Snowpaw's Levelup
Hit Die: 1d8 + 1 ⇒ (1) + 1 = 2 Awesome rolls :|
+1 BAB
+1 Will
+1 Skill
+1 Feat


RoW Maps

Reminder for everyone, please be sure to update your stats on the maps Google Slides. I'm leaving it to you guys to make sure your saves perception and initiative are kept up to date, and I'll use what's in the pre-made dice rollers there which saves me a ton of time. Please also update your HP totals in the stat tracker on the right hand side. thanks guys


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Let's see what we can uncover from Vrixx and Rhokar, but I think we should head back to Heldren to take the Lady to safety and resupply.

Updating the stats in the slides! I had totally forgotten, sorry!


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

Sorry Callix! I'm sure that some day, we'll be the best of friends! But our history...


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

It's all good -- we've a lot of differences to overcome. ;)

Just hope we're in a more trusting place with each other before Callix ever sees any sign of a curse (like the dolls).


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Remember everybody healed +2 hp from the night's rest! ;)


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Sorry, should have made heal checks for some skill-based healing.


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

I have read magic memorized the next day, which should let me identify without a check the four additional scrolls other than the create undead spells.

There's one scroll that was on Rohkar, and four others in his effects. I'm very interested in finding out what they are, because if they're on my spell list I can feed them to my familiar and add them to my repertoire.

GM, can you let me know what they are? It seems like every time you post an update, you forget to include the scrolls.


| Speed 20ft | Active conditions: None | HP: 8/14 | AC: 16 (12 Tch, 14 Fl) | CMB: +3, CMD: 16 | F: +5 R: +2 W: +7 | Init: +2 | Perc: +10, SM: +3

Hey there everyone. I'm so sorry for the terrible silence over on my end here, I usually pride myself on my communication skills. This past week though has been probably one of the hardest weeks I've had and been a huge eye-opener for me about the state of my mental health. For that reason, I've decided that I'm going to back off away from online gaming at the moment and focus on taking care of myself.

It has been an absolute pleasure to play and I apologize for the inconvenience of all of this. With that said though, I think it'd be best for me to resign, maintain good relationships with folks, and maybe try coming back once everything is figured out. Thank you guys for having me and I do hope your adventuring goes superbly.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

It's a pity to hear that Baradim, but I can understand... with online gaming it is just too easy to pick more than your free time can hold.

I hope things improve soon for you. I really liked your character and you as a player, I think you are a very good and interesting RP friend. Good luck with your projects!

As for the game... after two drops this close one to the other, and with Alec also falling short on posting... I do not know if you still want to carry on with this campaign Red Sun. I know you made two tables, I do not know how they are faring, but if they are having troubles too, we might consider fusing both tables.

If not... it is specially hurting to the party interactions when the original characters drop, either because character death or player's real life striking in. It is easy for the campaign to go down pretty fast, so I would also understand if the GM prefers to focus his time on other table or projects.


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I'm sorry to hear that, Baradim, but I understand. Taking care of yourself should always be the priority. I hope that you are able to find a good balance for everything. I am sad to see your character go, but I wish you luck.

As for the campaign, I am happy to keep pushing forward. The other table is going strong with everyone posting pretty regularly, so no need to merge tables.

I am enjoying this table a lot, and really like the backstories you guys have put together. I really would like to see this one play out if possible.

Since we have just gone back to Heldren this could be a good time to pick up a new character. but since we just got a new player I could understand if you guys felt like that was too much change at once. We can either bring in a new player, or continue on with 4 PCs for a time. Please reply in the next day with your preference between those two options.


RoW Maps

Sorry i missed posting the scrolls. they are:
a scroll of endure elements, two scrolls of magic
weapon, and a scroll of unseen servant in the chest

a scroll of animate dead (10HD) on Rohkar

a spellbook which contained:
alarm, chill touch, expeditious retreat, feather fall, identify, locate object, and ray of enfeeblement


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

Hey, I'm here and ain't going no where. Work's been busy but I'll be posting tonight for sure.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Having just joined in, I'm certainly keen on continuing -- had hakf-built a post to piggy-back on Samuel's report until I realized it was official. ;)


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

I'm sad to be seeing Baradim go, but I understand that health and RL takes top billing.

I'm absolutely in favor of continuing, as well. I think since we're at a perfect jumping-on spot for a new player I say add a fifth. The fights have been tough, and we're losing two combatants in Baradim and Snowpaw. :(

If we don't, I think we'll have no choice but for me to create a trio of zombies just to put some meat in between us and the opponents!


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

If we are still continuing with the campaign, then I vote for adding a 5th player. It is still early in the adventure and we are in a nice spot story-wise for Baradim to step down and bring up a reinforcement!


Female Human Oracle 2 / Lore warden Fighter 2 | HP 15/29 | AC:18 / T: 14 / FF: 14 /Resist: 2 Cold| Fort: +5, Ref: +4(+6 if winter), Will: +2 | CMB: +2, CMD: 16 | Init: +4 (+6 if winter), Perception: +1 (Snow Sight)

Hello Everyone, i'll be said 5th player. im in the process of updating still, Shouldn't take too long. let's have some fun.

HP: 1d8 ⇒ 3


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Welcome, fellow newbie!


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

As suggested IC, would recommend pooling resources to get a wand of CLW before we leave town.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Hi! I would like to sell things check how much money we have and then arrange for group and individual purchases, but with Halloween festivities around I am short of time at the moment!

Can someone make it happen?


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

I won't be able to do it until tonight, and maybe tomorrow -- also because of Halloween.

I also need to find out if we're going to keep and use the Create Undead scrolls or if players/PCs would object. I also had the idea of using the scrolls to "pay" for my potions by being treasure burned up in their making.


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

I will be traveling until Sunday and will likely be unavailable to post in the meantime. Please bot me as needed.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

So, looking at the loot sheet, a wand of CLW would be affordable by the party (also, Callix gave back the hand axe when she got her own throwning axes back) -- at the same time, in an IC context, Callix wouldn't feel comfortable about going over the party's loot given she wasn't part of winning it.


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

My proposal for selling loot for the wand of CLW:

Jewelry box, outfit, breastplate, blue quartz "ice diamond", greenblood oil, magic weapon oil, masterwork studded leather armor, short bow, padded armor, and buckler.

240+90+100+100+100+75+87.5+15+7.5+2.5 = 807.5

So, one wand of CLW with 57.5 gp left.

Is that good for everyone?

I'll keep the scrolls provided that I can use them to make potions, or actually use them to make a few undead minions if there's no PC objections to that.

We should keep (not sell back):
10 flasks of alchemists fire
cloak of the yeti
scroll of endure elements
scroll of magic weapon x2

Letitia would like the scroll of unseen servant, since she can add that to her repertoire.

Everyone okay with this?


Female Human Oracle 2 / Lore warden Fighter 2 | HP 15/29 | AC:18 / T: 14 / FF: 14 /Resist: 2 Cold| Fort: +5, Ref: +4(+6 if winter), Will: +2 | CMB: +2, CMD: 16 | Init: +4 (+6 if winter), Perception: +1 (Snow Sight)

yeah, fine with me. Though we might want to keep the Oils if only because those can be useful early game


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Could use the masterwork hand axe - my focus weapon is a throwing axe, so it's no help to me - unless one of you want it as a backup


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

I also want to pick the oils, but otherwise it sounds good to me Letitia, thanks a lot!! :D

Samuel does not need the masterwork longsword. If no one needs it, he will exchange it at town for the materials to repair his musket into a masterwork musket version.

I will keep Yulin's sword as a back up weapon, and because it feels right story wise.

About the undead, I am just good about it as a player that you get use of those scrolls Letitia :)
Thinking on how Samuel might react though, he might pose a problem depending on how the undead are used, but I think he mostly will frown at the necromancy but otherwise let the Witch help the party with her means.

About the Cloak of the Yeti, I think either Alec or Callix should wear it as they are our front-liners. Alec has natural resistance to cold (as Samuel) so perhaps I am more inclined to think the cloak might help more Callix.

Samuel will pick a couple of the alchemist fire flasks, and he will like to keep the magic weapon oil, in case he needs to make the musket magical.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

I see there is also a masterwork studded leather armor. That's slightly better than current Samuel's armor so I will pick it up.

After setting everything but the unidentified oils and the alchemist fires to sell and marking the wand to buy in the sheet, it reads like we can spend 609 gp excess.

Before we confirm the selling, are Callix or Allec not interested into keeping the breastplate?

Instead of splitting the gold I suggest the ones in the front get a better armor (or a mwk weapon but I would prioritize armor) and buying some level 1 removal and utility scrolls for Letitia (remove fear, comprehend language and the like).


RoW Maps

Are you all ready to move on and head back to the lodge? In the interest of keeping the game moving forward I am happy to let you retcon a little bit on buying and selling for a little while after leaving a village


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Sounds good to me.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Callix is also resistant to cold naturally, so it's a bit of a toss up on the cloak. But she doesn't want to be slowed down but the medium armour.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Actually: knowing we may be fighting more fey, can Callix find a cold iron throwing axe?


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

I'll pick up a handful of cold iron arrows but that's about it. My apologies for my lack of posting. I should be active again.


RoW Maps

You can find just about any mundane items you could need in town, including cold iron weapons


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Ok. Will swap one of my axes for a cold iron one, then. (And pay the difference, of course)


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

Does mundane include a masterwork backpack?


RoW Maps

yes, you can find masterwork quality items


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

If Alec and Letitia do not want to spend the remaining coin to get better armor or weapons, then I will use it to get Samuel a mwk chain shirt in place of his studded leather and some cold iron to craft bullets.

I am assuming here Callix is just well equipped due to her recent join to the party.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

From an OOC standpoint, Callix doesn't have WBL for level 2...

But IC, she wouldn't have tried to split what you guys picked up.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Callix' statement was supposed to say "enough for me". Phone posting doesn't always work out the way you'd hoped.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

The rest of the week will be fairly complicated for me for what posting concerns.

Please bot Samuel as it better fits. Unless something else is needed that he can deliver, he will mainly behave as you have seen so far, shooting bullets at enemies and tracking through the snow with his survival knowledge.

Things should come back to normal by next week.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Have you played Frostfur Captives? There is a encounter very similar to this one!


RoW Maps

no, I haven't. is that a society scenario?


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Yes, it's a season 3 scenario, and one of the funniest ones I have ever played or directed :)


RoW Maps

it would be helpful to have a standard marching order so I know where to place your markers for a surprise encounter like this one. I stuck your pawns in places that made sense to me with the two scouts in front, the softer targets in the center and Callix holding the rear. if that doesn't seem right to you guys, feel free to swap pawns with each other before doing your first round actions.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -
GM My Red Sun wrote:
Can a creature be affected by multiple Evil Eye hexes at the same time, or does this replace the original hex?

I played with a witch the first two books of Council of Thieves and that's how we were doing it at our table.

In fact I found this FAQ that supports using Evil Eye repeatedly as long as it targets a different stat. The time for previous uses does not seem to restart though. As I understand it, it is as if you were using different independent effects.


RoW Maps

Fair enough, I'm happy to play it that way. I play too many complicated games, it's often hard to remember which ones have which general rules for handling odd cases like that. one of the games I play doesn't allow stacking of abilities with the same name, just couldn't remember if that was true in Pathfinder. seems that it is not the case.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -
Ashling_Frost-wing wrote:
Does the Atomie provoke an aoo for whatever ability turns it invisible? it's in my threatened range.

Regretfully, PbP is a different beast than Pen & Paper Pathfinder where the interaction with the GM is instantaneous. What I have seen on successful games that reach the last chapters is players are a bit more proactive and take assumptions to help the GM and to not delay the game on back and forth questions. Whether in live games it is better to ask for permission, in PbP is almost always better to just try to do something and give a fallback if that is not possible.

In this case for example you could include an AoO roll with your question so if the GM adjudicates it is valid, he does not have to wait another day to see the results of your action. Similarly you could already roll your turn so Red Sun can complete the round and call for a new one.

Now Red Sun will have to tell Ashling whether you have an AoO or not, which might happen tomorrow. You will take your AoO tomorrow, or perhaps past tomorrow, then wait to see if you break the concentration and the atomie does not turn invisible. Next day the GM tells you if the atomie is visible or invisible and whether if he survived your attack, so you can that day or perhaps next day take your round and decide if you attack the atomie or one of the new enemies. Next day Red Sun can finally complete the round. That is 5 to 7 days to complete one round.

Compare this to include an AoO with your question and also taking your round actions adding feedback to Red Sun on the different possible scenarios, what would you do if you can attack the atomie after the AoO and what would you do if you cannot do it. At next opportunity Red Sun can resolve the AoO and the concentrate roll for the invisibility casting if required, and adjudicate your turn actions. That is between 1 to 2 days to complete the round.

Now, if this kind of things happens often, which it increases with level (is the foe immune to my first attack? is the target immune to X? what is the result of my knowledge roll? etc...) that is the difference between running an AP in 4-5 years or taking 20-25 which is as much as saying you will never complete it, a knowledge that sucks and as people start to realize they start losing interest on the campaign.

I recommend reading Painlord's Guide to Building a Better Doomed Hero and Painlord's guide to PbP GMing, both have invaluable advice to have enjoyable and successful PbP games, from a fantastic PbP player I was lucky enough to share thread in a couple of campaigns.


Female Human Oracle 2 / Lore warden Fighter 2 | HP 15/29 | AC:18 / T: 14 / FF: 14 /Resist: 2 Cold| Fort: +5, Ref: +4(+6 if winter), Will: +2 | CMB: +2, CMD: 16 | Init: +4 (+6 if winter), Perception: +1 (Snow Sight)

So i was rereading some rules as im gming a game irl and using tiny creatures myself. that and with the current questions i figured i'd just look into it myself and post the rule here.

Tiny, Diminutive, and Fine Creatures

Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square.

Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them.

You can move past them without provoking attacks of opportunity. They also can’t flank an enemy.

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