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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so Waldsby is a small village, and won't have everything available. anything under 500 gold can be found here, things that cost more than that will have a % chance to be available. there is also a list of specific items that are available from the module:

+2 studded leather, +1 darkwood quarterstaff, masterwork shortbow, oil of protection from evil, potion of cure moderate wounds, wand of goodberry, wand of cure light wounds, +1 arrow catching light wooden shield, belt of mighty constitution +2


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)

I'd love the idea of a wand of goodberry if it lasted longer. Having a pouch full of full day's meals/incremental healing is snazzy.

Anyhow, I suspect based on our current financial situation everything I'll be looking for is <500gp (i.e. - masterwork weapons, buckler, armour, alchemist's fire, cold-weather outfit, and maybe some blackfire clay).


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 | -
Callix Ingritdottir wrote:
With the claimed items out of the pool, what do we end up with in terms of spending?

Ok, I made some adjustments to the spreadsheet and it seems we can split a 1,100 gp share to each of us!

It might be a cool idea to maintain our character purchases updated in our page on the sheet, so we can make a more fair redistribution of the group richness. I have inserted a SQL query on our pages so just by typing our name in "Who took" in column F of the Loot page will add that object to our page wealth. Likewise, please remember to add those items to your profiles and mark them with a [p] or something so we all remember that is party loot, it will make tracking loot less cumbersome task :P

The +2 studded leather is interesting for Samuel, but it's just too expensive for him now. We might come back later after the Pale Tower.


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RoW Maps

Thanks for setting all of that up Samuel! that's really neat


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)

Did we do our shipping before the visit to the Inn? Need to know how much Callix has to push back against the "run away" thing.


RoW Maps

it was my understanding that people had scattered to do some shopping then got together at the inn. anything new you were going to buy (refilling alchemical supplies, buying weapons, cold weather gear etc) would be yours already. anything you were getting upgraded (weapons to masterwork, etc) would take a day or so.


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I will be traveling overseas for work over the next 2 weeks. I plan on still posting regularly, but the timing will be a bit off because of the time zone difference


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 | -

Ei sorry Callix for pushing it hard into Nadya against your will. I waited for a couple of days, but seeing no other responses to the topic than Alec's, I thought it would be better to play the go on if two are willing. I just did not want for us to stagger discussing on something that might have or might not have relevance. Sorry again, in my opinion discussing stuff is one of PbP killers in contrast with table play :/

Yet communication is probably even more important because you cannot see people's face and reactions.


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)

I don't generally get to look or post on the weekend, so I was in no position to respond to Alec's reply -- though I will say that hanging around in town seems to be counter to the original suggestion (but that's OOC knowledge). That said, Callix made the statement to try to protect the ally, obviously, based on information that the witches are watching us to the point that we should be fleeing.


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)

Just to confirm purchases before I edit my sheet (and also hoping I can talk someone into carrying the blackfire clay I just bought):

Selling: a normal throwing axe, my shortbow and my lamellar (assuming 50% value)

Buying: Masterwork Cold Iron Throwing Axe, Composite Longbow (+1 Str), Masterwork Buckler, Masterwork Chain Shirt, a Cold Weather Outfit and the aforementioned Blackfire Clay.

Leaves me 200gp.


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 was waiting for us to be out of town to explain this to avoid affecting others' gaming, but I guess it needs an explanation without further delay. Yes, as Callix says, in fact Samuel's decision was not a push attempt at the game. He was enchanted by the tavern's woman! :P

Samuel even failed his daily reroll vs compulsions!!

Now, with that piece of information unveiled I can explain my interpretation. I gave some thought to it, and the woman just said to "run away". From where to do it... it is just left implied. I attempted to RP this lack of specifics showing Samuel's confusion. And given that, I attempted to use it to meet with Nadya while still meeting the enchantment request because I could interpret it as just "run away from the tavern". Given the GM said nothing against I understand he was confortable with this interpretation, and thus I went on with it. I did not want for the party to lose whatever Nadya is hiding just because I wanted to RP as good as possible Samuel's enchantment. That would had been also very harsh, or at least so I understand, to those of us who want to know more about the secret Nadya seems to be hiding from us. I tried to find a balance where most of us would feel comfortable while still following the suggestion spell.

In the following I will try to balance better between pushing the game forward and whole party discussion of how to proceed. In the current situation I just found myself unable to speak more clearly what was going on in my mind, and the lack of non-verbal communication just made the rest.

PD: By "seeing no other responses" before, I meant more about Ashling and Letitia not expressing any opinion on the topic, thus I decided to go along once Alec broke the tie three days later. I trully appreciate your concerns for Nadya and your interactions with Samuel :)


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I am very happy with how the RP played out regarding the suggestion spell. In my 3 times running this book, this is the first time the suggestion actually stuck, which made things really interesting.

The main point of the suggestion is just to throw things off a bit, cause some confusion and push you into leaving town a little early. If Samuel hadn't pushed to go see Nadya first I probably would have had her spot you leaving and try to grab you anyways, just so that chapter wasn't so suddenly closed up with a loss of information from one little spell...


RoW Maps

and your list of purchases looks fine to me, Callix


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)

Excellent - guys, can we manage to break up 20lbs across us without messing with encumbrance? I'm literally so much on the line that I can only carry 1 block out of 20 - but having fireless fire might be very important out there.


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 do not know how much can Samuel carry but he will help Callix as much as possible.

We can probably rent/buy a sled.


HP 30/30 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

Forgive me, just roleplaying a bit. Nothing personal.


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

No worries. :-)

This is good stuff.


RoW Maps

Sorry for not having more variety in combat maps. there aren't a lot of good snowy maps that i have found. and this particular AP has a ton of fights out in the wilderness in the first few books with no maps provided.

if anyone knows some good sources for PbP maps instead of me reusing the same ones a bunch, let me know


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 don't know for this one, but each AP has a GM discussion forum on this site, and for the Rise of the Runelords I found new maps for all the sites and encounters community created.


RoW Maps

there is unfortunately not a ton in the Reign of Winter threads. there is a ton of stuff for the early APs, especially Runelords and Curse of the Crimson Throne.


RoW Maps

I moved things along a bit there assuming you guys want to keep your ruse up as long as possible. if someone wants to interrupt any of that action or start a fight or something I can retcon, but my read of the situation was that you guys were going to play along at least until you were safely inside the fortress.

I have moved your pawns into the gallery, and have left the guard's token on the map for now in case someone wants to speak with him before he leaves to fetch Radosek.

as always, please let me know if I am breezing through sections too quickly or dragging things out unnecessarily. I'm happy to adjust pacing if needed.


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

No worries! In for a copper, in for a gold, right?

I think we're better off moving as far in as possible under the disguise, personally. It'll remain to be seen if it's better to fight our way out than to fight our way in.

But that might just be 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)

That was the plan. Ideally, we'd be able to take out the leaders and still things without fighting everything that moves.


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 great opportunity for an infiltration adventure in here! It's a great change for once not being forced to fight every breathing creature around :D

And I am also greatful for the push in making the action to move along.


RoW Maps

sorry all, busy weekend so far. I'll get the map for what you see when you teleport and move us forward either tomorrow or tuesday. hope everyone is having a good holiday (if you're in the states)


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! What holiday are you enjoying?

I am myself enjoying work xD

Has anyone gone to PaizoCon?


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

It's Memorial Day in the States.

Never been to PaizoCon; it's on the other side of the US.

As for our current infiltration, I think we might have had our cover blown. Not sure what the next move is besides rolling initiative. We'll see.


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 was thinking on making Samuel just shot at the forlaren without mediating word. But I thought you others might want to attempt a different approach.

I can change that and try to make a Bluff to shot as a surprise round if you are in with me.


RoW Maps

I went ahead and rolled bluff aid checks for both Samuel and Callix, but it just wasn't enough to pull this one off.

I really liked your approach to get this far, but the odds were definitely stacked against you getting much further on the old 'wookie prisoner gag'.

There were a few ways the first encounter with Mierul could have gone differently that would change how this played out, but she rolled high enough on her Sense Motive to be suspicious of you during that first night.


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)

Apologies, I totally forgot to make the roll in my post. But, yeah, I figured we were hosed when I saw her.


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 | -

No worries, it was fun! :)

Thanks for explaining what was going on behind the scenes, it really helps to understand the adventure and not feel it arbitrary!


RoW Maps

Samuel, who do you want your shot to be going after? you could fire at where one of the atomies were when they went invisible and roll a 50% mss, or redirect it to either Muriel or a guard


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 | -

Not to a guard. I guess if Samuel cannot see the atomies, he would have shot to Muriel.


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 | -

Although I am all thumbs up for communication and that is a very important thing for a pleasing campaign, I am a bit sad our current Gameplay page is becoming so fully painted in blue.

I do understand there are times we can't afford much time for the game and it's better to have an OOC than just remaining silent.

But I do love when we do roleplay our characters and you can read that Gameplay close to a book or script. As such, I am fan of keeping most of the OOC in the Discussion page.


HP 30/30 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

Agreed.


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. I posted an ooc question in the main game again. Realized what I'd done after the fact.


RoW Maps

@Callix, generally I will allow characters to stand in spaces that are partially filled with furniture. the maps get really crowded the way they toss chairs and such into these maps. if the object is filling more than half a square and is something that couldn't just be kicked out of the way (eg a big table rather than a chair) then you would need to climb on top of the object. either the square next to Alec or the one next to the woman are open enough to move through in this case.

@Letitia, if the misfortune hex is 1 round, it would expire right before your turn starts, wouldn't it? not after your action? http://www.d20pfsrd.com/gamemastering/Combat/#TOC-The-Combat-Round
If I'm missing something that makes that work let me know. It does seem like that timing wouldn't let a cackle work, but I know I've seen discussion of using cakle with misfortune somehow. In any event, the woman made her save with both rolls this time, so we can move on while we discuss.


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 Red Sun is completely right, effects end just before your round starts. Thus, the only way to extend with cackle an effect that ends that very same round is if you could use cackle as an immediate action (for example if you readied an action on the round before it ends).

You can though hex as an standard action, then automatically cackle with a move action to make it a 2 rounds hex.

That exact thing is what makes a vanish potion or a true strike scroll completely useless items.

Combat PRD wrote:

When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.


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)

Thanks for the clarification, GM. Now to roll some acrobatics.

Also, per RAW, I believe the way to extend a 1-round hex is to cackle in the same round you first hex - bringing the duration to 2 rounds, so it's still in effect the following ring on your turn. There was a thread about it like 8 years ago or so...


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

Okay. The previous time I've played a witch, that never came up. Any time I used a one-round hex, I'd been able to take advantage of it the following round, either to extend it with Cackle or hit the target with something else. I don't know if the GM knew that rule, or ignored it so that my witch could take advantage of her own debuffs.

I'd been able to move within 30' and throw a hex like Misfortune or Evil Eye, then next round Cackle to extend it. If that's against RAW, then I guess I lucked out in that other game.

Seems like that makes the Misfortune hex a lot weaker, at least until I reach 8th level so it lasts 2 rounds by default.

I usually favor starting with a debuff hex like Evil Eye or Misfortune rather than starting off with the dreaded Slumber hex, but if I hit with the Misfortune and then can't even take advantage of it for the follow-up Slumber or save-or-suck spell, then I don't see much reason to hold back.


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RoW Maps

Misfortune is already a very strong ability just to reduce the odds for whatever the enemy wants to do on their turn and increase the chances your allies can land things. it's more effective with a party that has more save-based actions. like Samuel mentioned, you could also use a hex and cackle on the same round if you don't need to move which would let the hex continue thorugh your next turn. as long as you don't need to move you could misfortune and cackle, then next round slumber or evil eye and cackle again, keeping misfortune going until you have to walk somewhere.

If you do decide you don't like misfortune with that ruling, I am also happy to let you trade that hex out for another one at this point since you chose it with a different understanding of the interactions it might have


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

I picked up Misfortune early, so when I get Cackle (or a cackling hag's vest) I'll be able to use it more effectively right away. What that means right now is that I won't be using it very often (if at all) in favor of my other hexes.


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)

Letitia - if you didn't move and threw an evil eye - might be good to cackle and extend it (if she makes her save)


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

That's part of the whole issue: I don't have the Cackle hex yet.


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)

Oh, sorry. Now I feel silly.


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HP 30/30 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

My apologies but an impromptu trip to the beach removed me from communications.

But fear not, I have returned rested and ready to go!


HP 30/30 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 updated the power point slide with my saving throw changes.


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RoW Maps

let's try to pick a direction and move along. one of the downsides of PbP is when the party can't agree and it takes days of real time to move forward when in person it would take 10 minutes of argument.


RoW Maps

looks like it's two for the doors, two for a teleporter (which one?) and Letitia is the deciding vote. or you know, split the party


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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)

i know rule number one, never split the party. Never goes well

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