Reign of Winter (Inactive)

Game Master Just a Mort

ROW Book 6

Days on Triaxius - 20


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Strange Aeons Grp 2 |

Dimitri shoots two of the zombies apart and Geist claws at a third.

The other two trench zombies try to climb out of the pit.

climb: 1d20 + 15 ⇒ (6) + 15 = 21
climb: 1d20 + 15 ⇒ (16) + 15 = 31

Acid dmg for exploding zombie: 4d6 ⇒ (6, 2, 3, 1) = 12

Geist ignores the acid explosion.

The one next to Geist, finding his gun out of Ammunition, starts trying to stab Geist with the bayonet, but harmlessly bounces off his breastplate.

stab: 1d20 + 9 ⇒ (9) + 9 = 18
stab: 1d20 + 4 ⇒ (13) + 4 = 17

Greta moves up to ready to stab anything she can reach.

Party up, but no zombies on ground level yet.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Dimitri walks into the middle of the area, and fires a single shot at the one remaining zombie on the surface.

+1 Holy Reliable Rifle: 1d20 + 26 + 1 ⇒ (4) + 26 + 1 = 31, for 1d10 + 25 + 1 ⇒ (10) + 25 + 1 = 36 damage, +2d6 ⇒ (2, 4) = 6 Holy damage.

Similarly, Geist attempts to finish off his latest chew-toy.

Bite: 1d20 + 15 ⇒ (14) + 15 = 29, for 1d8 + 8 ⇒ (3) + 8 = 11 damage, +1d6 ⇒ 6 Fire damage.
Claw: 1d20 + 15 ⇒ (13) + 15 = 28, for 1d6 + 8 ⇒ (2) + 8 = 10 damage, +1d6 ⇒ 5 Fire damage.
Claw: 1d20 + 15 ⇒ (6) + 15 = 21, for 1d6 + 8 ⇒ (6) + 8 = 14 damage, +1d6 ⇒ 2 Fire damage.

Crummock continues to pour healing energy into Einar, ensuring that his stigmata continue to bleed freely.

CSW: 3d8 + 13 ⇒ (4, 5, 7) + 13 = 29.


Strange Aeons Grp 2 |

Dimitri manages to finish off the remaining zombie.

acid exploding zombie: 4d6 ⇒ (4, 2, 4, 5) = 15

Geist no damage from exploding zombie

I'll put Geist on delay until the zombies come up

climb: 1d20 + 15 ⇒ (3) + 15 = 18
climb: 1d20 + 15 ⇒ (19) + 15 = 34

One zombie makes it up, the other does not.

Geist pounces on the zombie on ground level and rips it to pieces, while giving Crummock a mournful look for the taste. The flame in his claws does it no damage.

rake: 1d20 + 17 ⇒ (1) + 17 = 18
dmg: 1d6 + 8 ⇒ (4) + 8 = 12
rake: 1d20 + 17 ⇒ (12) + 17 = 29
dmg: 1d6 + 8 ⇒ (6) + 8 = 14

acid exploding zombie: 4d6 ⇒ (3, 5, 4, 3) = 15

Geist no damage from exploding zombie

Party, except Geist, up


Retired to Triaxius

'Well, at least I didn't die long enough to head to the bone yard.' Einar stands up, and nods to Crummock, then quickly casts 'infernal healing' Turning and looking at the combat, "It looks like Geist, Greta and Dimitri have things well in hand."


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Well, at this point, I am basically going to assume that Dimitri waits patiently for the last zombie to get up top, and then blows it to pieces.

+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (13) + 24 + 1 = 38, for 1d10 + 25 + 1 ⇒ (3) + 25 + 1 = 29 damage, +2d6 ⇒ (5, 1) = 6 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (5) + 24 + 1 = 30, for 1d10 + 25 + 1 ⇒ (7) + 25 + 1 = 33 damage, +2d6 ⇒ (6, 3) = 9 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 27, for 1d10 + 25 + 1 ⇒ (8) + 25 + 1 = 34 damage, +2d6 ⇒ (4, 5) = 9 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29, for 1d10 + 25 + 1 ⇒ (10) + 25 + 1 = 36 damage, +2d6 ⇒ (4, 2) = 6 Holy damage.

Meanwhile, I will start using a wand to heal Einar.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4.

Dimitri:
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4.

Geist:
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

Crummock:
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.

That leaves Einar down 1hp, and Crummock down 2hp.


Strange Aeons Grp 2 |

Dimitri blows up the zombie to bits when it finally climbs back up.

Searching the area, the party finds two Gas trap cylinders. They are, of course, filled with trench mist.

Greta simply walks up to Einar, shakes his hand, and says, "Welcome back. Hope the trip wasn't too rough on you."

Dimitri on the other hand looks like his eyes are about to pop out of his head. "YA nikogda ne videl, chtoby kto-to byl rasstrelyan tak mnogo raz i zhil, chtoby rasskazat' istoriyu. Eto to, chto Kramlok sdelal so mnoy, kogda nespravedlivyy ogon' Rasputina ubil menya?"

Russian:

I've never seen someone been shot so many times and lived to tell the tale. Is that what Crummock did when Rasputin’s unholy fire slew me?


Strange Aeons Grp 2 |

The party approaches D7, but finds an invisible barrier in the way.

You have something undone - please pick another destination.

You may approach D8 or D6 - which?


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

D8?

Also, what did the zombies have on them?

Crummock nods, and gives Dimitri a wan smile.

"Да, это то, что я сделал, когда Распутин убил тебя. К завтрашнему дню он вернется к нормальной жизни."

Russian:
"Yes, that is what I did when Rasputin killed you. He'll be back to normal by tomorrow."


Strange Aeons Grp 2 |

The zombies have 20 metal cartridges,a gas mask, a rifle, a socket bayonet and 2 concussion grenades each.

M1914 Grenade (Concussion): This time-delayed concussion grenade is a mainstay of trench warfare. The device appears to be little more than a metal cylinder tapering to a handle containing a spring-loaded lever. To detonate the device, you disengage the safety pin while depressing the handle’s lever, which releases the firing pin when thrown. The device detonates at the beginning of your next turn, hopefully in the area you targeted. The device relies on a concussive blast to deal damage, and all creatures within a 20-foot radius take 3d6 points of bludgeoning damage (Reflex DC 15 for half). Worth 50gp each.

Bayonet, Socket: A socket bayonet fits onto a lug mounted on the barrel of some modern firearms. It has the same statistics as a bayonet (Ultimate Equipment 24), but a firearm fitted with a bayonet lug can be fired while the bayonet is in place, albeit with a –2 penalty on attack rolls. Each bayonet is designed for a specific model of firearm. The bayonets in this adventure are M1891 bayonets designed for use with the Russian Mosin-Nagant M1891 rifle. Worth 5gp each.


Strange Aeons Grp 2 |

D8 with ring

This large building is dominated by a cold stove overturned among scattered cauldrons and smashed casks. Several frozen corpses hang from the rafters above a large copper kettle in the center of the room, surrounded by makeshift beds of piled furs. Einar sees 4 yetis in the room, standing guard, looking out for intruders.


Retired to Triaxius

"Thanks Crummock, I feel bad, I didn't get you anything." Einar turns his head cracking his neck, smiling as his wounds continue to heal. He then gathers his weapons and places them in his ruck sack and begins to loot the dead.

Winking at Greta "Not too rough, I'm just glad I didn't make It all the way to Pharasma's cobblestones, that gave me the willies."

Turning to Dimitri he nods in affirmation. "О, я умер, ты никогда в этом не сомневаешься. И да, это именно то, что Крамлок сделал для вас." He then pulls out one of the revolvers from the dead Cossacks and asks,"Теперь, как вы используете эти более мелкие?".

He then begins walking toward the building that Crummock indicated, intent on using the ring to look inside.

Russian:
"Oh I died, never you doubt it. And yes, that's exactly what Crummock did for you."
"Now, how do you use these smaller ones?"


Strange Aeons Grp 2 |

"ОК. Магия реальна. Я видел доказательства перед глазами." Dimitri mutters to himself. He then asks Crummock, concerned, "Vy, kazhetsya, ustali - vy v poryadke?"

Russian:

OK. Magic is real . It's not a parlour trick. I've seen proof in front of my eyes.

You seem tired - are you alright?


Strange Aeons Grp 2 |

Dimitri shows Einar how to use the revolvers, but admits he prefers the rifle and isn't quite as quick reloading the revolvers as the rifles.

You can take exotic wep prof revolvers as a feat when you get a feat


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Crummock nods to Einar, then grins.

"Well, I can't be lettin' ye take a nap whilst there is still a job to do, now can I?"

He then turns to Dimitri.

"Да, магия реальна, но из того, что я понимаю, она в значительной степени истощилась от этого мира; Те, кто способен направить его, и существа, которые от него зависят, здесь довольно редки. То, что делает Распутин, кажется уникальным, когда дело доходит до этой планеты."

Russian:
"Yes, magic is real, but from what I understand, it has largely drained away from this world; those able to channel it, and the creatures that depend on it, are quite rare here. What Rasputin is doing seems to be unique, when it comes to this planet."

Crummock then sighs.

"Направляя жизненную энергию таким образом ... есть только так много тела, которое может принять, прежде чем оно станет полностью истощенным. С помощью обучения вы можете увеличить количество каналов, но это долгий, жесткий процесс."

Russian:
"Channeling life energy like this... there is only so much a body can take, before it becomes completely exhausted. With training, you can increase how much you can channel, but it is a long, hard process."

Once Einar describes what is waiting inside the building, Crummock frowns.

"Это не похоже на то, что мы можем просто оставить позади ... Теперь давайте поговорим о них."

Russian:
"That doesn't sound like something that we can just leave behind... Let's deal with them, now."

He then casts Divine Favor on Geist, and motions for Einar to open the door.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Slightly miffed, Mr. Whiskers tells Dmitri "Конечно, магия реальна!"

Russian:
of course magic is real!

Mr. Whiskers casts an enhanced mirror image before the door is opened.

Images: 1d4 + 5 ⇒ (3) + 5 = 8 CL 15

Looking to Einar, he suggests "Perhaps you should take some defensive measures before opening the door, Einar."


Strange Aeons Grp 2 |

D8

Opening the door, the party sees a cold stove overturned among scattered cauldrons and smashed casks. Several frozen corpses hang from the rafters above a large copper kettle in the center of the room, surrounded by makeshift beds of piled furs. There are 4 yetis in the room, standing guard, looking out for intruders.

Mr Whiskers Init: 1d20 + 6 ⇒ (17) + 6 = 23
Einar Init: 1d20 + 5 ⇒ (12) + 5 = 17
Crummock Init: 1d20 - 1 ⇒ (20) - 1 = 19
Yetis init: 1d20 + 3 ⇒ (3) + 3 = 6

Party, and yetis

Mr Whiskers knowledge local: 1d20 + 24 ⇒ (13) + 24 = 37
Greta knowledge local: 1d20 + 10 ⇒ (2) + 10 = 12

Mr Whiskers - they are female yetis with ranger(wild stalker) levels!

Slide 11


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Mr. Whiskers casts confusion into the room, getting all four yeti in the effect.

DC 21+2 for AR = 23 Will save

He then point to the one that resisted and says "Focus your fire on her!" Remembering Dmitri, he repeats it in Russian.

Edit: Updated text based on will save results


Strange Aeons Grp 2 |

Earlier Retcon with Dimitri

As the party searches through the corpses of the zombies, Dimitri remarks sadly. "Eto te, kto umer, kogda Rasputin zastavil zdaniya rukhnut' na nikh. YA nikogda ne ozhidal, chto ikh tela budut oskverneny tak ...

Russian:

These were those who died when Rasputin caused the buildings to collapse on them. I never expected to see their bodies desecrated like this...

"Otlichno. YA vizhu, chto umiraniye i vozvrashcheniye - eto obychnoye yavleniye dlya lyudey iz vashego mira? Khotya mnogiye lyudi v moyem mire khoteli by znat', kak obmanut' smert'." Dimitri replies to Einar. "Crummock, yesli on vybral, mozhet stat' ochen' bogatym i moshchnym ..." He looks at Crummock meaningfully. "Ili on mog okazat'sya v laboratorii uchenykh, poka oni pytalis' vyyasnit', kak on eto sdelal, chtoby oni mogli yego dublirovat'."

Russian:

All right. I see dying and coming back is common for people from your world? Though a lot of people in my world would want to know how to cheat death.

Crummock, if he chose could become very rich and powerful

Or he could end up in a scientists's laboratory while they tried to figure out how he did it, so they could duplicate it.

"Vam nuzhno otdokhnut'? YA imeyu v vidu, chto yesli kanalizatsiya zhiznennoy energii istoshchayet vas, vy ne budete padat' nad ney? YA ne vrach, i ya ne znayu, kak ispravit' takikh lyudey, kak ty." Dimitri looks at Crummock with worry in his eyes.

Russian:

Do you need to rest? I mean if channeling life energy drains you, you won't be falling over right? I'm not a doctor and I don't know how to fix people like you.


Strange Aeons Grp 2 |

Only one of them is not confused. The rest are all confused.

will: 1d20 + 8 ⇒ (8) + 8 = 16
will: 1d20 + 8 ⇒ (7) + 8 = 15
will: 1d20 + 8 ⇒ (19) + 8 = 27
will: 1d20 + 8 ⇒ (1) + 8 = 9

The one with the red stroke on it is not confused


Retired to Triaxius

What? You mean were not talking to them?


Strange Aeons Grp 2 |

Apparently we're Yeti Phobic. And That yeti is my papa and he wants to protect, me! doesn't quite fly ;-)

There's this too - on a more serious note.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Earlier:

Crummock frowns thoughtfully. as he listens to Dimitri.

"Возвращение от смерти не является обычным явлением, но это происходит. Может быть, один процент людей из нашего мира имеет какое-то умение с магией, а из них, может быть, десятая часть имеет достаточную силу, чтобы вернуть мертвых."

Russian:
"Being brought back from death is not common, but it does happen. Maybe one percent of people from our world have some kind of skill with magic, and of those, maybe a tenth of a percent have sufficient strength to bring back the dead."

He then grins.

"Я, может быть, немного устал, но в этих старых костях остается много сил! Не волнуйся - если я устану, я дам тебе знать."

Russian:
"I may be a bit tired, but there is still plenty of strength left in these old bones! Do not worry - if I become *really* tired, I will let you know."

Now:

Heeding Mr Whiskers' advice, Dimitri opens fire on the 'red' yeti.

+1 Holy Reliable Rifle: 1d20 + 24 ⇒ (18) + 24 = 42, for 1d10 + 25 ⇒ (8) + 25 = 33 damage, +2d6 ⇒ (2, 3) = 5 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 24 ⇒ (4) + 24 = 28, for 1d10 + 25 ⇒ (7) + 25 = 32 damage, +2d6 ⇒ (1, 6) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 19 ⇒ (2) + 19 = 21, for 1d10 + 25 ⇒ (5) + 25 = 30 damage, +2d6 ⇒ (6, 2) = 8 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 14 ⇒ (6) + 14 = 20, for 1d10 + 25 ⇒ (3) + 25 = 28 damage, +2d6 ⇒ (1, 1) = 2 Holy damage.

Crummock, for his part, simply keeps Geist calm, and waits to see what happens.


Strange Aeons Grp 2 |

Dimitri guns down the yeti Mr Whiskers pointed out with deadly precision.

Waiting for Einar


Retired to Triaxius

'Just that one?" After opening the door and seeing the winter creatures Einar draws the dragonbane thawing longspear. When Mister Whiskers tells them to only attack a particular one, which quickly drops. Blocking the doorway, Einar shrugs his shoulders, and reaches in poking the nearest yeti with the spear, just to see what it would do. "To blasted bad that I have no idea what language you may even speak."

Move action: Draw weapon. Attack: +1 dragonbane thawing longspear PA, ff
attack: 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33 for damage: 1d8 + 10 + 12 + 1d6 ⇒ (6) + 10 + 12 + (5) = 33


Strange Aeons Grp 2 |

Einar pokes one of them and it howls with pain as it begins to rage, frothing at the mouth. It glares at the entire party.

Mr Whiskers will save for looking at a Yeti: 1d20 + 14 ⇒ (19) + 14 = 33
Dimitri will save for looking at a Yeti: 1d20 + 13 ⇒ (7) + 13 = 20
Greta will save for looking at a Yeti: 1d20 + 13 ⇒ (1) + 13 = 14
Crummock will save for looking at a Yeti: 1d20 + 12 ⇒ (18) + 12 = 30
Geist will save for looking at a Yeti: 1d20 + 7 ⇒ (12) + 7 = 19

Greta looks at the Yeti and immediately freezes like a statue.

Greta is paralyzed for 3 rounds

It begins frothing at the mouth, growing sharper fangs then begins biting and clawing at Einar.

bite: 1d20 + 15 ⇒ (8) + 15 = 23
Claw: 1d20 + 20 ⇒ (6) + 20 = 26
Claw: 1d20 + 20 ⇒ (18) + 20 = 38
dmg: 1d8 + 9 ⇒ (8) + 9 = 17
cold: 1d6 ⇒ 6

Einar takes 23 points of dmg

The other two yetis...

confused: 1d4 ⇒ 4

One of them moves foward and claws at the Yeti attacking Einar.
claw: 1d20 + 18 ⇒ (17) + 18 = 35
dmg: 1d8 + 7 ⇒ (2) + 7 = 9
claw: 1d20 + 18 ⇒ (15) + 18 = 33
dmg: 1d8 + 7 ⇒ (3) + 7 = 10

rend: 1d8 + 13 ⇒ (5) + 13 = 18

confused: 1d4 ⇒ 1

The other glares at the party, then begins to froth at the mouth and grow sharper fangs to bite and claw at Einar.

Mr Whiskers will save for looking at a Yeti: 1d20 + 14 ⇒ (13) + 14 = 27
Dimitri will save for looking at a Yeti: 1d20 + 13 ⇒ (14) + 13 = 27
Greta will save for looking at a Yeti: 1d20 + 13 ⇒ (3) + 13 = 16
Crummock will save for looking at a Yeti: 1d20 + 12 ⇒ (1) + 12 = 13
Geist will save for looking at a Yeti: 1d20 + 7 ⇒ (20) + 7 = 27

Crummock now freezes up - he's paralyzed for 3 rounds

bite: 1d20 + 15 ⇒ (7) + 15 = 22
claw: 1d20 + 20 ⇒ (19) + 20 = 39
dmg: 1d8 + 9 ⇒ (1) + 9 = 10
cold: 1d6 ⇒ 3
claw: 1d20 + 20 ⇒ (14) + 20 = 34
dmg: 1d8 + 9 ⇒ (8) + 9 = 17
cold: 1d6 ⇒ 3

rend: 1d8 + 13 ⇒ (4) + 13 = 17
cold: 1d6 ⇒ 4

All of you would pass the will save not to get paralyzed - it's more of a matter of don't roll a nat 1 thing.

77 dmg done to Einar thus far

76 dmg done to Yeti 1

Party up


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Dimitri opens fire on the two yetis that targeted Einar (starting with the injured one).

+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (17) + 24 + 1 = 42, for 1d10 + 25 + 1 ⇒ (3) + 25 + 1 = 29 damage, +2d6 ⇒ (3, 4) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (16) + 24 + 1 = 41, for 1d10 + 25 + 1 ⇒ (4) + 25 + 1 = 30 damage, +2d6 ⇒ (5, 2) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35, for 1d10 + 25 + 1 ⇒ (1) + 25 + 1 = 27 damage, +2d6 ⇒ (6, 2) = 8 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27, for 1d10 + 25 + 1 ⇒ (9) + 25 + 1 = 35 damage, +2d6 ⇒ (6, 5) = 11 Holy damage.


Strange Aeons Grp 2 |

Dimitri kills the wounded one and injures the other.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Mr. Whiskers takes several deep breathes, then chants a mystical word and belches forth fire!

None of his allies are harmed by it, but both of the remaining yeti find it rather hot.

Selective Dragon's Breath, Gold or Brass depending on if he needs a line or cone: 12d6 ⇒ (3, 3, 2, 2, 1, 2, 2, 4, 3, 2, 1, 5) = 30 DC 21 Reflex for half


Strange Aeons Grp 2 |

reflex: 1d20 + 13 ⇒ (5) + 13 = 18
reflex: 1d20 + 13 ⇒ (8) + 13 = 21

One of them manages to get out of the way in time, the other does not. Mr Whiskers sees a blue coloured shield protect them but it does not absorb the entire blast.

Einar grows bigger, but hits the wall at first, then stabs at the badly wounded Yeti, killing it.

Attack: +1 dragonbane thawing longspear (AC 23)Large,PA,FF

attack: 1d20 + 25 + 1 ⇒ (1) + 25 + 1 = 27 for
damage: 2d6 + 18 + 12 + 1d6 ⇒ (5, 2) + 18 + 12 + (4) = 41
attack: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22 for damage: 2d6 + 18 + 12 + 1d6 ⇒ (5, 1) + 18 + 12 + (2) = 38
attack: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 for damage: 2d6 + 18 + 12 + 1d6 ⇒ (4, 4) + 18 + 12 + (5) = 43


Strange Aeons Grp 2 |

The remaining yeti... babbles to itself incoherently.

Confusion: 1d4 ⇒ 2

Dimitri finishes it off with his rifle.

Maggie: 1d20 + 25 ⇒ (1) + 25 = 26
dmg: 1d10 + 26 ⇒ (1) + 26 = 27

Maggie: 1d20 + 25 ⇒ (14) + 25 = 39
dmg: 1d10 + 26 ⇒ (7) + 26 = 33
holy: 2d6 ⇒ (3, 2) = 5

Maggie: 1d20 + 19 ⇒ (9) + 19 = 28
dmg: 1d10 + 26 ⇒ (10) + 26 = 36
holy: 2d6 ⇒ (6, 5) = 11

Maggie: 1d20 + 14 ⇒ (7) + 14 = 21
dmg: 1d10 + 26 ⇒ (4) + 26 = 30
holy: 2d6 ⇒ (1, 6) = 7

Searching the room yhields several shiny baubles are valuable, including an enameled cameo worth 800 gp, a gold communion plate worth 1,000 gp, a pearl rosary worth 1,400, and a pair of fine glass-rimmed spectacles with green-tinted lenses that function as sniper’s goggles. There are also 8 sleeping mats, but only 4 yetis. Where did the other 4 go..?

The yeti bodies have nothing of value on them. Unless you're interested in necklaces made out of human finger bones...


Strange Aeons Grp 2 |

Dimitri looks at the necklaces, disgusted, "Eto bol'no. YA rad, chto my ubili etikh gryaznykh zverey, kotoryye zabirayut kosti chelovecheskikh pal'tsev v kachestve trofeyev."

Russian:

That is sick. I'm glad we killed these foul beasts that take human finger bones as trophies

He also piles up boxes so he can cut the frozen corpses onto the ground. He looks at the bodies and his eyes widen in horror before he buries his head in his hands. Eto Grigoriy, Zakhar i Igor'! Oni ubili i s"yeli by moikh druzey!"

Russian:

That's Grigory, Zakhar and Igor! They butchered and would have eaten my friends up!


Strange Aeons Grp 2 |

The party helps lay the bodies out, before checking out the next building. D6

D6 with ring peek
Every wall in this long building is splattered with gore, and eviscerated bodies are strung up with barbed wire, their flayed flesh stretched taut to expose raw muscle and their veins and arteries replaced by a shadowy substance on the high rafters of this horrific chamber. All of the bodies have undergone surgical implants of a black, shadowy substance. One of the bodies has metallic wings implanted on its back, the other has both feet replaced by the black metal, yet another body has both eyes dug out and replaced by bright green orbs. Einar can see the chest cavities moving and their mouths open in a silent scream.

In the centre of the room is a multi-limbed monstrosity of claws and blades struggles a glistening mass of veins, organs, and twisted flesh.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Hearing the description, Mr. Whiskers shivers.

He ponders for a moment, then suggests "Возможно, это было бы подходящее время для использования гранат перед входом?" indicating the dimensional grenades.

Russian:
Perhaps this would be a good time to use the grenades before entering?

Sorry, on phone so no link. We have four grenades that teleport in and go off the next round


Retired to Triaxius

Mister Whiskers ninja'd me, I'm going to post it anyway because it makes me laugh.
earlier
Odd, eight bed, four creatures, May as well pick up these jewels.. Should help Dimiri first, let him bury his friends.’ Einar stops gathering valuables, drawing out his glaive, and starts to saw the ropes holding the corpses. ” Позвольте мне помочь вам.”

Now
Einar uses the ring to peer inside the room, he then turns and tells the team ” Каждая стена в этом длинном здании забрызгана кровью, а выпотрошенные тела нанизаны колючей проволокой, их раскаленная плоть растянулась, чтобы обнажить сырые мышцы, а их вены и артерии заменить теневой субстанцией на высоких стропилах этой ужасной камеры. Все тела подверглись хирургическим имплантатам черного, теневого вещества. У одного из тел есть металлические крылья, имплантированные на спину, у другого есть обе ноги, замененные черным металлом, а у другого тела оба глаза вырыты и заменены яркими зелеными шарами. Эйнар может видеть, как двигаются грудные полости, и их рты открываются тихим криком.” He looks at the others in the war band and adds, ” В центре комнаты многоликое чудовище когтей и лезвий борется с блестящей массой вен, органов и извращенной плоти.”

Russian:
”Here, let me help you.”

“Every wall in this long building is splattered with gore, and eviscerated bodies are strung up with barbed wire, their flayed flesh stretched taut to expose raw muscle and their veins and arteries replaced by a shadowy substance on the high rafters of this horrific chamber. All of the bodies have undergone surgical implants of a black, shadowy substance. One of the bodies has metallic wings implanted on its back, the other has both feet replaced by the black metal, yet another body has both eyes dug out and replaced by bright green orbs. Einar can see the chest cavities moving and their mouths open in a silent scream.”

“In the centre of the room is a multi-limbed monstrosity of claws and blades struggles a glistening mass of veins, organs, and twisted flesh.”

I feel like Sigourney Weaver in "Galexy Quest"

After Mister Whiskers comment
"That sounds like a good idea," Einar nods his head in agreement, "What else should we do?"


Strange Aeons Grp 2 |

Mr Whiskers knowledge planes: 1d20 + 27 ⇒ (10) + 27 = 37

Mr Whiskers recognises the creature Einar described as an advanced interlocutor krypton. It has 5 regeneration (good spells and good weapons or silver weapons) and Dr 10/good or silver. It also has spell resistance planeshift(self only) at will.

The grenades would go off fine, but would also kill those strung up in the rafters and it would heal the damage the grenades did to it, given enough time.


Strange Aeons Grp 2 |

As Einar looks again to see where to throw the grenades, he notices slight movement coming from the cupboard.

Do you really want to grenade the whole place?

Edited previous post for more info.


Retired to Triaxius

As Einar looks for a place to throw the grenades, he turns and tells the war band. "Небольшое движение, исходящее из шкафа." Shrugging his shoulders he asks, 'Do you think the grenades will have any trouble burning through the cupboards, killing whatever monstrosity is hiding there?"

Russian:
" slight movement coming from the cupboard."


Strange Aeons Grp 2 |

Dimitri turns pale at the description of the room, but faces the party appealing to them, ” Послушай - Похоже, что брюшная пресса экспериментировала с моими взводными помощниками - разве мы не могли бы убить эту штуку и спасти их? Я имею в виду, что Crummock может творить чудеса. Он спас моих друзей из казарм - вылечил их от их безумия. Он заставлял США быть мертвыми - неужели он может что-то сделать для них?“

Russian:

Look – It looks like that abomination has been experimenting on my platoon mates – couldn’t we try to kill that thing and rescue them? I mean Crummock can work miracles. He rescued my friends from the barracks – cured them of their insanity. He fixed US from being dead – surely he can do something for them?


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

"Я не знаю. Если есть какой-то способ их сохранить, я бы, конечно, поддержал это." Mr. Whiskers admits.

He admits with some embarrassment that "Я предложил гранаты как реакцию на первоначальное описание существа. Теперь, когда я понимаю, что это на самом деле, я не думаю, что это хороший план."

Russian:
I don't know. If there is some way to save them, I would certainly support it.

I suggested the grenades as a reaction to the initial description of the creature. Now that I realize what it truly is, I don't think that is a good plan.

The initial description made be think they may not even have been alive. Given the goat and the tanks, I thought this was another insurmountable abomination.


Strange Aeons Grp 2 |

Einar opens the door.

Every wall in this long building is splattered with gore, and eviscerated bodies are strung up with barbed wire, their flayed flesh stretched taut to expose raw muscle and their veins and arteries replaced by a shadowy substance on the high rafters of this horrific chamber. All of the bodies have undergone surgical implants of a black, shadowy substance. One of the bodies has metallic wings implanted on its back, the other has both feet replaced by the black metal, yet another body has both eyes dug out and replaced by bright green orbs. The party can see the chest cavities moving and their mouths open in a silent scream.

In the centre of the room is a multi-limbed monstrosity of claws and blades struggles a glistening mass of veins, organs, and twisted flesh.

The creature looks at the party. ”Don't you love my handiwork?” It gestures at all the strung up humans. Seeing that the party doesn’t respond the way it wants, it answers, ”Suit yourselves, you’ll make good materials for MOAR experiments. Like I don’t often see such nice blue scales that you have,”It leers at Einar, ”Or a fine fur coat like yours,” looking at Mr Whiskers.

Mr Whiskers Init: 1d20 + 6 ⇒ (12) + 6 = 18
Einar Init: 1d20 + 5 ⇒ (1) + 5 = 6
Crummock Init: 1d20 - 1 ⇒ (12) - 1 = 11
Interluctor Kryton Init: 1d20 + 9 ⇒ (6) + 9 = 15

Mr Whiskers, then Kryton, Slide 10

Feel free to retcon heals, buffs and whatsoever before this


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

In preparation for going into the chamber of horrors, Mr. Whiskers reads one of his scrolls of False Life.

Temp Hit Points: 1d10 + 5 ⇒ (8) + 5 = 13

He suggests that Dimitri and Einar should each drink one of the potions of Good Hope. See treasure list

He then casts Grand Destiny on Dimitri and Einar and Shield's himself.

Using a charge from his rod, he then uses a higher level slot to cast Haste on the group just as Einar prepares to open the door.

As the door is opened, he readies a Greater Dispel Magic to counter any spell that the Kyton attempts.

Readied counter:

Spellcraft: 1d20 + 23 ⇒ (16) + 23 = 39
Greater Dispel Check: 1d20 + 13 + 4 ⇒ (9) + 13 + 4 = 26

Read "As the door is opened" as his action this round. Everything else is pre-buf.


Strange Aeons Grp 2 |

The Kryton saunters up to Einar and rakes him with one of its claws. But Einar moves faster and sticks it with his spear. Or tries to, but the Kryton ducks out of the way.

Dragonbane longspear: 1d20 + 21 ⇒ (4) + 21 = 25
claw, PA: 1d20 + 18 ⇒ (12) + 18 = 30
dmg: 1d8 + 15 ⇒ (1) + 15 = 16

It then glares at the entire party.

Mr Whiskers: 1d20 + 14 ⇒ (8) + 14 = 22
Dimitri: 1d20 + 13 ⇒ (11) + 13 = 24
Greta: 1d20 + 13 ⇒ (14) + 13 = 27
Crummock: 1d20 + 12 ⇒ (17) + 12 = 29
Einar: 1d20 + 10 ⇒ (13) + 10 = 23
Geist: 1d20 + 7 ⇒ (11) + 7 = 18

Everyone except Geist is fine, but Geist believes he sees his tail on the Kryton and is shocked by it. Geist is staggered

On Einar's turn

bleed: 1d6 ⇒ 3

Party up


Strange Aeons Grp 2 |

Greta draws her flame tongue sword and tries to strike at the Kryton. The creature attempts to trip her before she gets into position.

trip: 1d20 + 18 ⇒ (12) + 18 = 30

Greta maintains her footing (Whee thank goodness for lorewarden!) and strikes at the creature with her flame sword, but does not manage to trip it.

trip: 1d20 + 29 ⇒ (9) + 29 = 38


Retired to Triaxius

at the door
looks like one really bad creature. Einar slips his spear back into the pack, and draws his hammer, winking at Mister Whiskers. ”If this doesn’t work I will buff up when I rage.”

opening the door
Einar opens the door, and watches the thing for a moment"You should have ran." Watching the thing bolt across the room, Einar ducks the creatures attack and misses with his counter attack. When he has a moment he smashes the hammers handle to the ground releasing a crackling bolt of ice at the creature.

ranged touch attack.
attack: 1d20 + 18 - 1 ⇒ (20) + 18 - 1 = 37


Strange Aeons Grp 2 |

The creature is frozen into an icicle.


Retired to Triaxius

This is worse than the rotting bodies.' Einar quickly moves into the building, avoiding eye contact with the 'experiments' and hammer in hand goes to the cabinet where he saw movement and opens it up.


Strange Aeons Grp 2 |

The party enters and starts searching the room. They find five bandages of rapid recovery and a bloodletting kukri lying among the blood and gore. As they are searching the room, the cupboard opens and a pale young man in a tattered military costume crawls out of it, holding the hand of a young woman in a tattered lacy white dress who looks at the horrors around her with big scared brown eyes. He puts himself in front of her, protectively.” YA Aleksey Romanov, i eto moya sestra Anastasiya. My prosto khotim uyti otsyuda ».“ Then he looks at her sympathetically, ” Ne smotrite, sis - nam prosto nuzhno dvigat'sya.”

Russian:

I’m Alexei Romanov and that’s my sister Anastasia, we're the heirs to the Russian throne. We just want to get out of here.”
Don’t look, sis – we just need to keep moving.

Don't look:

bluff: 1d20 + 17 ⇒ (4) + 17 = 21
Crummock sense Mo: 1d20 + 16 ⇒ (8) + 16 = 24
Mr Whiskers sense Mo: 1d20 + 15 ⇒ (7) + 15 = 22

Mr Whiskers and Crummock thinks that the boy is lying about his identity but the rest of what he says is true.


Strange Aeons Grp 2 |

"Oni vyglyadyat kak Aleksey Romanov i Anatasiya Romanov ... no ya ne znayu, chto dumat'!" Dimitri says, exasperated.

Russian:

They look like Alexei Romanov and Anatsasia Romanov…but I don’t know what to think!


Strange Aeons Grp 2 |

Dimitri recognizes some of his platoon mates - despite being twisted and warped. "Oni eksperimentirovali s Makarom, Nestorom, Piterom i Olegom! Pomogite mne sbit' ikh, chtoby my mogli im pomoch'. Vy mozhete pomoch' im, pravil'no?"He looks at Crummock desperately.

Russian:

They’ve been experimenting on Makar, Nestor, Peter and Oleg here! Help me get them down so we can help them. You can help them, and fix this right?

Fixing the mess involves restoration, and regenerate - so that you can remove the grafted parts and regrow the limbs in question


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

"Anastasia?" Mr. Whiskers echoes, curiosity clear in his voice. I wonder if this is the one that the ghost of Tsarina Alexandra was looking for?

Looking at the girl, he asks "Каково было имя вашей матери, дитя?"

Russian:
What was the name of your mother, child?

Assuming it is the girl, Mr. Whiskers would be very interested in getting her to safety as soon as possible.

After hearing the girl's reply, he asks the boy "Какова ваша связь с девушкой?"

Russian:
What is your connection to the girl?

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Strange Aeons Grp 2 |

My name is Mort and I’m interested in running a AP/Mod(haven't decided which one yet?). I intend for this game to progress at a fast pace. I have run games in person and on Roll20 many times.

I post minimum once per day, and I can probably do multiple posts per day as well.

My posting requirements are as follows – You are required minimally to post not more then 24 hrs after my last post(multiple back and forth posts throughout the day are, of course, welcome). The first time you get a PM warning, the 2nd time you get another PM warning, the third time, I’m looking for a new player. Should you have RL commitments that make you unable to do so, please inform me in the discussion thread. I’m not totally unreasonable.

The maps will be provided on Google Drive.

Character Creation:

Sources: All Paizo(subject to caveats under individual categories). You may not take any vision blocking abilities/equipment, combined with the way to see through them(I.e, goz mask + obscuring mist, deeper darkness + fiend sight). Sacred Geometry Feat is not allowed. No Third party allowed.
Starting Level : 1
Race: Common, Featured and Uncommon races with the following exceptions: No Svirfneblin, Fetchlings and Drow. You cannot create your own Aasimar/Tiefling variants and can only use those found in ARG, Blood of Fiends and Blood of Angels. You cannot roll for variant Aasimar or Tiefling abilities.
Alignment: Any non evil
Class: Any Paizo. No Third Party allowed.
Point Buy - 20
Starting Gold: 150 gp
Deities: All Golarion
Background skills are in play.
HP – max for first level, 1/2max+1 after
You start with 2 traits as per normal.
No PVP.

Character Creation Part 2:

I have chosen the four of you for your posting activity and reliability. I also know that all 4 of you have varying levels of cheesiness system mastery, though none of you are completely new to the Pathfinder system. As can be seen by what I said about myself, I am a LN GM. Futhermore, as one of the new GMs, I have no ability to homebrew or change encounters. Therefore with those considerations in mind, I ask all of you to show some restraint in building characters(including characters that may derail the mod/AP in question). Previously, under the gestalt ruleset, I can understand why you want to cheese optimize more, as the odds are stacked against you, 2 players instead of the usual 4. Now you have 4 players. You can lessen on the cheese, some, can't you? Pathfinder is a social contract between the players and the GM. It's no fun if the GM has to roll a natural 20 all the time to hit you, or if combat is over because you murderhobo everything the moment it comes to your init roll. I also ask that as a party your cooperate with each other, feel free to build your characters around each other etc.

House Rules:

Stealing this one from 5E, I will have everyone take 10 for Perception the moment they enter a new area to find monsters/traps(you’re seasoned adventurers afterall), and the result will be posted in the gameplay thread. If from the description of the room you choose to make more perception checks, you may roll them and I will tell you of the results.
Time stops when you're RPing, I will not put any limits on how long you can be speaking among yourselves or NPCs in combat.
Eidolons, Animal Companions and Familiars move on their masters init.
Keep watch spell cannot be used for crafting. Get a ring of sustenance, please. And a portable artificer's lab while you're at it.

About me:

I’m on GMT+8 time. I would think myself as a lawful neutral GM. That is, I will do everything by RAW. Please don’t expect me to do the rule of cool, because I am not into it – since we’re given a bookful of rules, it is expected that they should be followed.


Strange Aeons Grp 2 |

Also, if you feel you need any help with character building, please ask your fellow players, or friendly neighbourhood GM. We should be well equipped to answer most character mechanic questions =)

I will not start this game till I'm done with the gestalt run of no response from Deepmar.

And please vote on what stuff you might want me to run, here. Both Robert and Luke have played dragons demand before, Hmm and Bretl are in Rise of the Runelords and Kingmaker.

I would rather run one of the older APs, and no Iron Gods, Skulls and Shackles, or heavy intrigue mods like Curse of Crimson Throne, Council of Thieves, Hells Rebels, Hells Vengeance. I will not touch Wrath of the Righteous with a 10 ft pole.

Sovereign Court

Dotting for fun and profit.


Strange Aeons Grp 2 |

Robert is in skull and shackles and serpents skull. Luke is in Giantslayer, Mummy's mask, skull and shackles.

AP list:
Shattered Star(Luke GMed it)
Second Darkness
Jade Regent(ye I know Luke has played)
Carrion Crown
Reign of Winter
Legacy of Fire

Tentatively.

Sovereign Court

My top three would be:

1) Reign of Winter
2) Carrion Crown
3) Legacy of Fire

I will note, though, that Second Darkness and Legacy of Fire are technically 3.5 APs, not Pathfinder, so encounters may at times be a little under-powered, or require some minor converting.


Strange Aeons Grp 2 |

Also about varying power levels in group....

Please see this.

Just food for thought.


that was absolutely awesome, so does that mean My Halfling thief gets a BMX oh goodie!

I'm not as interested in Shattered star or Jade Regent or Second Darkness, as I am the other three. I've started all three Reign of Winter, Carrion Crown and Legacy of fire didn't get very far in any of them.

Keeping the video in mind I really liked the characters I had in Carrion Crown and Legacy of fire and might want to keep them, which isn't necessarily a good thing. If I went with Reign Winter I would create a totally new character. So in order:

Reign of winter
Legacy of fire
Carrion crown
shattered star
jade regent
second darkness

don't get me wrong, I'm on board for any and I know you and Luke won't let me build a munchkin (even if he is a hobbit Halfling


Strange Aeons Grp 2 |

I have halfling phobia. Its the halflings that do the craziest things...like drop logs on you....chop you into two with a greataxe ;) Or try to...


Either Reign of Winter or Carrion Crown would be fine with me. I had started a CC campaign, but it died rather early. You can see it on my campaigns if you are curious how far it got.

If we go with Carrion Crown, people will want to carefully consider their choice of race. I doubt that provincial Ustalov would take kindly to a tiefling or wayang. Compare that to the Reign of Winter where they say "Because the PCs will all be foreigners in strange lands, this campaign might be a good chance for players to try uncommon races."

Grand Lodge

Reign of Winter is my absolute first choice! Yes!

I am a very reliable poster. I love bards and oracles but can also help fill party gaps with some other option. When you say maps on google drive, do you mean slides? I can move my minis on slides but not on drawings.

From your rules above, no flame dancer bards, correct? Also, can you create a first post in gameplay so that the rest of us may dot-and-delete?

Hmm


Strange Aeons Grp 2 |

Sorry, there's a technical error atm, I am unable to add a new post for gameplay. I believe it's similar to the error yesterday, I'll wait till paizo fixes it out.

I'd have expected you guys would be discussing about what AP longer, but heh appears we have a clear winner. I'll pick up the AP and give it a quick glance through tonight, then post the revised rules.

I don't believe in being mysterious and all that, so if there are things likely to screw you over, I will let you know.


Strange Aeons Grp 2 |

For me, when I run stuff, no matter what the module says, I do not restrict, in the name of fairness, what players will come up with(other then build rules). I may have townsfolk act weird, but will impose no mechanical disadvantages.

I was in the same CC campaign as you, Bret, I know. Also, I'm not as eloquent and descriptive as Aest, but I have my occassional

Carrion hill spoiler:
I suppose

Also yes, it'll be on slides. I don't know how to do drawings, me being of luddite nature.


Strange Aeons Grp 2 |

All right. Use technological device check successful, gameplay is up for dots!


Strange Aeons Grp 2 |

Botting rules:

Sometimes the GM, when she runs out of patience, or reading into what you describe what you want to do, will bot you.

However, if you are inactive for more then 24 hrs, I will not bot you, instead I will leave it to any of the other players(like it happens on table top), to bot you. If you have any issues with what they made you do(like stand in front of a 6-headed hydra), you can take it up with them.


Strange Aeons Grp 2 |

I've read the ROW player guide, bascially just prepare for snow, and everything else that comes with snow. Also smells pretty like Mab, in a Dresden Files kind of way. Right. That's all I'm going to say about the whole thing.

Amendments to races: No races that have cold resistance are allowed as starting races. If your race allows it, go trade it off for some other racial feature.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

I'm looking at playing a Ratfolk Brown Fur Arcanist.

Would this be a problem in any way?


Strange Aeons Grp 2 |

No problems there. Does your fur also happen to be brown? ;)


since we are at four are we looking at playing closer to the "big four" roles?

An arcanist would obvious handle arcane responsibilities... which is fine with me I prefer skill monkeys or melee and the divine casters third.

Hey Mort, was there trouble posting today? I just got off the road and didn't see any posting in "No Response"


Strange Aeons Grp 2 |

There was at some point, but its cleared now. I was hoping for Hastur to go shepherd you around for a bit :P

Re Big 4 - Some combinations can take multiple roles.

I.e investigators can do knowledge/melee/trap. Any decent well built ranger can do Melee/archery. Can even do trap by using urban ranger/trapper.

The boundaries are not as fixed as you think they are...

Say Sylvan Sorcerer = Arcane + Melee(in form of animal companion)
Archer cleric = Divine + Archery + Support in the form of evangelist, if it happens. Take the right domain, at Lv 5 you get a full powered animal companion, which makes it like...melee as well? (But your archery will suffer for a lack of feats)

I prefer to think of the stuff as per Zeinth's here. But generally Paizo APs assume fighter, rogue, wizard, cleric, but again depending on module it may be easier/harder for some lacks. For one, I don't see any issue in say Council of Thieves without a cleric, but it might get problematic in Carrion Crown...

Grand Lodge

I was thinking of potentially a flame oracle or an evangelist cleric, but I could come in as something else as well. Druid perhaps, or a hunter or something. I'm willing to fill in to help fill party gaps.

Hmm


GM Mort, so your not real concerned if the characters are actually from Taldor as long as the have found a way to be there and as long as they are not cold resistant.

I was thinking slayer, so he could handle the traps. Not sure if I would go range, melee or switch. If someone really wanted skill monkey I would go melee, and if both were filled I would do a divine caster with a melee slant.

Hey 'Hmm' the sad thing about that is I remember ABBA's Mamma Mia!

EDIT:'Hmm' you ninja'd my post!


Strange Aeons Grp 2 |

Not really, I'll just dump all of you in a tavern and start the adventure that way. How you got there...Magic!


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Fur: Based on rat colors, I am currently trying to decide between Cinnamon or Agouti. Given that, he will have black eyes. He will also likely have Irish markings -- a white triangle on the chest and white forepaws.

According to Inner Sea Races there are Ratfolk warrens in the Storval Plateau. That seems like a reasonable starting point.

For this campaign are you going to want us to take one of the Campaign traits?

Grand Lodge

I like creating stories and background for characters. We'll have reasons to be there!

Hmm


Hmm wrote:

I like creating stories and background for characters. We'll have reasons to be there!

Hmm

me too, it helps me remember who the character is and what he is doing.


Strange Aeons Grp 2 |

I need to read the stuff in greater detail to actually be able to tell you about backstories and stuff. I just did a quick glance...or you guys can look at player guide yourself, also. Sowwie.


it starts in a little town in Taldor where something bad has happened, that's about all I remember, I assumed one of the traits would be from the campaign, do you care either way GM Mort?

Grand Lodge

It's an interesting player guide. I am looking forward to seeing what you all come up with for characters. Do you want me to cover divine, or does one of you want to take that niche?

Hmm


Strange Aeons Grp 2 |

Sorry huge wall of text:

The Reign of Winter Adventure Path assumes that your character starts in or around the small village of Heldren in southern Taldor. This area contains populations of humans, halflings, half-elves, elves, and gnomes. While half-orcs are rare, they are not unheard of in this region and they are not treated much differently from those of other races. Also, as Taldor is a somewhat tolerant country, it wouldn’t be unheard of to see aasimars, tieflings, or other strange and almost otherworldly races.Heldren is located in southern Taldor near the edge of the Border Wood. Taldor’s capital of Oppara is almost 200 miles northwest of Heldren, and the closest sizable city is Zimar—Taldor’s third largest city. This fortified city on the Jalrune River houses a large number of Taldan troops ready to defend their borders from the Qadirans to the south. A small town named Demgazi sits on the other side of the Border Wood from Heldren.

Heldren is a small village of 171 people, mostly farmers, herders, and woodcutters. A small armory sits atop a low hill northwest of the town square, ready to provide a safe refuge in case the village is attacked. Heldren’s town hall and its single inn, called the Silver Stoat, are the two largest buildings in the village, followed by the sawmill that brings income to the quiet settlement. Like many small villages, Heldren contains a general store, a blacksmith, a stable, a butcher shop, a barber, an apothecary, and a wise woman who sees to the village’s needs. To provide spiritual guidance to the village, a small temple stands near the center of town. Though the place is dedicated to Erastil, its resident cleric tends to the community regardless of an individual’s particular faith.

You can choose if you want a campaign trait to be one of your starting traits. No I ain't giving free traits out.

Sovereign Court

So at present we have:

Bretl - (Ratfolk) - Brown Fur Arcanist (so, presumably, covering arcane/buffing, and knowledge skills)

Robert - Slayer (Trap-finder/skill monkey) - melee or ranged

Hmm - Divine (of some flavour)

I'll put some more thought into what I will push forward as my submission :-)


hey Luke_Parry, if you want to incorporate disable device somewhere I am just as happy doing melee/tank, either way!


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

If we want more melee, I can switch over to the Occultist archetype and summon critters instead of buffing and battlefield control. I can see either working with the background I'm slowly building for him.

I originally avoided it because lots of people don't like the battlefield filled with summoned creatures.


Strange Aeons Grp 2 |

I don't really care about how many summoned creatures except you place them on the board and roll their attacks yourself. Also note for evangelist clerics, the semonic performance doesn't work on summons unless they can understand the language.


Strange Aeons Grp 2 |

I may have sounded a little draconian at the start when I said no races with cold resistance (unless you can trade it off for something else), but there are reasons.

The idea of the AP is to put forward the idea on how cold things can get. I don't want to run into a situation where the AP assumes that (sensible) people should be hiding in the tavern(blizzard outdoors or what), and there we have team Aasimar/team tiefling having a snowball fight, iceskating on a lake without a care in the world because they have 5 cold resistance(what's the likeliness that 1d6 will roll a 6?). Adding up that they have flexible stat modifiers, there is really NO build that you can't do with an Aasimar/tiefling base.

That being said, I do not care if you should use traits, or take a class that gives you cold resistance. That shows at least a sacrifice on your part, which I am willing to accept. I will not ban every single cold themed class because they happen to grant Cold resist, that would be being unreasonable on my part.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

I've a question on languages.

The rules in the ARG limit the additional languages a Ratfolk gets from high intellect to:
Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Note that the ARG only has the core languages, none of the setting specific languages.

Would it be alright picking some of the human languages? I would like Varisian, Shoanti and maybe Skald.


As for more melee lets wait and see what Luke offers up and then we can all tweak a little.

So aasimar is cool just need to trade celestial resistance, say would you let us trade the cold resistance for heat resistance or should we just take something else entirely like "Celestial Crusader" or "Deathless Spirit" or "exalted Resistance"

I'm not sure I'm playing an Aasimar, I just know I will miss the 60 ft darkvision.

Mostly I only play core races, tengu's and Aasimar, maybe I should try something different....I will wait to see if my Slayer will be more dex or more str build.


Strange Aeons Grp 2 |

The stuff you'll want is Halit, and Skald, allowed, and yes you must trade away the cold resistance, go take something else, like celestial crusader, or deathless crusader, or exalted resistance.

I'm reading the mod, it certainly is engaging!

A bit too much, actually. I was supposed to be hitting some books, and not of this sort...

Sovereign Court

Actually, I think it would be cool if the entire party had Darkvision - we could get up to all sorts of shenanigans if we did that :-D


Strange Aeons Grp 2 |
Sources wrote:


You may not take any vision blocking abilities/equipment, combined with the way to see through them(I.e, goz mask + obscuring mist, deeper darkness + fiend sight).

Please see caveats above...if you all want to get darkvision, that's fine. Start casting darkness as part of combat tactics, not allowed. I could make a case for evasion of combat, though. Though there certainly aren't restrictions going around at night except for it being colder...

Sovereign Court

No, I remembered that - I just thought it might be a nice tactic to allow night-time ambushes, and dungeon exploration - for once, not having a bright light source widely telegraphing our location ;-)


Luke_Parry wrote:
Actually, I think it would be cool if the entire party had Darkvision - we could get up to all sorts of shenanigans if we did that :-D

yeah but not as much fun as one lone tengu wandering around in the dark...

Trying to decide if I want to at least look human, I have never played a Tiefling, they can look human, but I think it would be fun to have the scales, tail and maw...

Could go Aasimar, but with an oracle/bard along no need to try and look pretty. Or possibly a tengu that went to Taldor to show how good he is with a Falcata. Though the bird would be a pretty weak build...

Still chewing on it, of should I say 'dreaming' on it, back to bed for me.


Strange Aeons Grp 2 |

Not going in a dungeon without a light over your heads, I approve off. Until today I can never understand how does a rogue without darkvision actually do any scouting in a dungeon. Wouldn't that huge light bulb over his head give the game away?

Grand Lodge

Don't count on me being a bard / oracle. I'm still trying to figure out my different options here. I'd love to be a bard or a skald, but I'm not sure we can afford it with a group of only four. There are so many roles to cover here. I've been looking at hunters, inquisitors, cleric archetypes as well. Shaman also looked very interesting but I think it may take a long time to come online since hexes don't come in right away.

Robert have you looked at the Garuda aasimar? You could have feathered hair. Literally! Their bonuses go to wisdom and dex.

Mort, more questions for you.

One... Are you open to the idea of recruiting a fifth player? I was thinking of DAA or King of Anything, both of whom are excellent roleplayers.

Two... Are you open to the idea of Automatic Bonus Progression? From the GMs I've talked to who've tried it, what it means is that you don't drop cloaks of resistance, magic weapons and stat bonus items from the AP's treasure. That is more than enough to halve wealth by level without any further calculations on your part. Everyone gets the automatic bonuses at the appropriate levels, and no one has to worry about covering the Big Six.

Three... That said, how do you feel about dropping a wand of CLW early on? I don't want to be the only source of healing for the group. I wasn't thinking of being a Life Oracle or doing a channel-centric cleric. If I go divine, I'd like to be able to make use of the other spells available to me. If we can get access to CLW wands, that might open up options a bit more.


Strange Aeons Grp 2 |

One: 5th player - link their aliases so I can judge for myself. The primary qualification is activity and reliability + timezone issues also. I get the impression that the more people there are, the slower the game might go(due to differing timezones). Also - APs were traditionally meant for 4 people.

Two: The mod was written with the usual stuff in there - to use ABP would mean I probably need to take things out. Which would be a little weird since I wouldn't know what to take out.

Three: I need to read the mod more about it. I'm actually trying to find where the wands might be...but if so I will need to tweak the mod that some places you'll get no treasure to make up for that wand. I agree that the starting town is too small to have a wand...so.

If it helps, I will use the rules in CRB for cold weather conditions and not the AP rules(which are harsher).


Strange Aeons Grp 2 |

Ok, I know where to insert that wand of CLW. You'll have to find it, though =)

Grand Lodge

About ABP... You leave out anything that is just a +1 booster. No +1 weapons, armor, cloaks of resistance, anything like that. But if you're uninterested, that's fine. I just find APs challenging because they tend to starve you of useful equipment. You may get weapons that no one can use, and that the party can't sell because there's no market handy. You also may concentrate all the wealth on a couple players because no one else can use the items you find. I like the idea of ABP because it would even this out a bit more amongst the team.

__

King of Anything has played Grigorii in three of my PFS PbP games. He always moves plot, supports others and brings out roleplay.

Death's Adorable Apprentice is someone you know better as Ronk Bonk. You were his mount in the goblin game that we briefly shared.

If everyone is in similar timezones, even parties of five or six can move quickly. The key thing is that everyone posts quickly in combat.

King is in the same time zone as Bret and myself -- N. American Central.

DAA is supposedly in the same time zone, but her swing shift job really puts her more in line with European time.

Luke and Robert, what time zones are you in?


Strange Aeons Grp 2 |

Nah, don't want to alter mod --> no to ABP. Part of the challenge is rolling without gear. *wicked gleam in GM eyes*

Note that this time, I did NOT forbid crafting. You're perfectly free to craft whenever and whatever you like, and so far I think this mod looks like you could sit a little while and craft your @ss out to make out for the low WBL (yes I'm sorry, that's AP life for you).

Euro timezone is not that suitable to be honest. I'm more interested in actual available to post time then whatever timezone the person is on. I'll start tracking Grigorii, but the reason I picked all of you is because I believe that you guys can do it(on 4). I'm looking more for team synergy for builds.

Just ask Luke and Robert, they're happily Gestalting No Response in Deepmar, and I haven't really done too much to them yet ;) And that's only two of them ^^


Re: Dark vision

Luke_Parry wrote:
No, I remembered that - I just thought it might be a nice tactic to allow night-time ambushes, and dungeon exploration - for once, not having a bright light source widely telegraphing our location ;-)

I was planning to trade Darkvision out for Low-Light and 30' base movement speed. I can keep the Darkvision, but doing so means I'm slower.

BTW: Are the NPCs also restricted from using Deeper Darkness / Dark Vision or other such vision combinations in combat?

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