RoW: Let's Thaw the Frozen Stars! (Inactive)

Game Master Daxter

Loot Tracking Sheet
Yagas Hut
Hall of Thrones!


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This seems like a good time to point out today is my table top game, so update will be posted later tonight :D

Will Sven and Kalt be able to oepn the chest? Is it trapped? What will happen to our heroes? Find out next time on: As the Winter Reigns!


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Have fun! What are you playing in your tabletop game? I'm just about to start Legacy of Fire (as a player), having had a TPK in the second book of Carrion Crown.


It was a homebrew, but when they found out I had Reign of Winter, they wanted to run through that. It's been enlightening to see the differences between the groups. I'm running theirs by the book and it's been interesting. The Fae fight did infact take an hour, and burned through every spell the entire party had. It didn't help that the Zen archer with cold iron arrows failed two Color Spray saves, so he was out the entire fight.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

Yeah, high AC flying fae with DR at low levels is not fun.


male Human Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |
stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%

magic missile spamming sorcerer, would be useful, in that fight.
but yeah, mostly a huge pain.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

It'll delay paladining but I think Sven's going to take a monk level next. I like the versatility it gives and it fits the roughhouse ulfen motif. What do you think?


male Human Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |
stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%

I'm addicted to multi-classing in PnP mode, tho haven't started that in any of my PbP games, so far. so go for it!!


male Human Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |
stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%

I thought about going rogue/cleric, one of my favorite characters was one, but it doesn't fit this character, tho a single level of sorc might work.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

I liked reading up on the Seeker, but it seemed a tad too studious for Bugsby so I'm leaning towards a straight dip into rogue... we'll see. I've got time to mull it over.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

I'm pondering going with Horizon Walker, which is a ways away. Never played one, and they've got some cool abilities. Would have to figure out a way to explain lots of knowledge of the astral plane, so I could get dimension door 5x per day.

Having cold resistance 20 could come in might handy in this AP, too.


Female Human (Taldan) Druid (Arctic Druid) 16/ranger 1 || HP 93/139|| AC 22/Tch 15/FF 22|| F+21 R +12 W +19 (+2 vs. ice or fire from an elemental creature effects) || CMB +15 CMD 26 || Init +0 || Perc +24 (+32 in cold terrain) || Resist 2 cold, 2 negative levels

Looking to stay Druid until I get my shape change, at least. Then may multi into ranger for a few levels.


I usually try not to multiclass, especially on spellcasters as it dilutes them too much. At level 10, only having lvl 2 or 3 spells is less useful than those tier 5's.

Not sure about the monk dip for Sven, unarmed fighter may be better, since he has a 8 Wis. Gain more BaB, more HP, better feat options against +Ref and Will saves and a weak flurry.

Rogue/Sorc is a fav of mine, especially back when lightning bolt bounced. Stealth up, make your saves for half or none, shred a room by having them make 8 saves for 5d6 each. such mayhem.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

I considered fighter but I like monk better for the versatility and the expanded class skills. Expanded feat options don't matter so much if the monk feats were the ones I was going to take anyway.

Does your post mean you're back from face to face gaming? Is your face to face group ahead of us yet?


I am, and they are not. This entire night was the river encounter ran "correctly" and nearly devolved into an almost TPK because of stupidity and bad rolls.


Female Human (Taldan) Druid (Arctic Druid) 16/ranger 1 || HP 93/139|| AC 22/Tch 15/FF 22|| F+21 R +12 W +19 (+2 vs. ice or fire from an elemental creature effects) || CMB +15 CMD 26 || Init +0 || Perc +24 (+32 in cold terrain) || Resist 2 cold, 2 negative levels

If I go ranger, it would be strictly for the hit point and attack advantage. And it would happen at so late a point in the progression that those would be offset by the bonuses I have accumulated, so I'll probably stay druid all the way up.

I play a druid because I love their shapechange abilities, which is why I don't want to switch earlier.


Druids focusing on shapechange are nice once you can get to the point they can actually change. Its those first few growing pains levels that are just rough... As Avora is experiencing in spades.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

Avora, you may want to consider this feat somewhere down the line. It's perfect for that.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Unrelated to our recent conversations about multi-classing, I just have to say it's great that we've cleared 600 posts in 27 days. Great game, all.

And back to our previously scheduled programming: I mentioned the idea of a Horizon Walker a bit ago. Has anyone seen one in play, or played one? I'm trying to decide if their interesting abilities actually stack up well next to the ranger's ability and spell advancement, and I'm not sure. Some of the HW's abilities are pretty juicy, but picking up additional spells gives some good flexibility.

Thoughts welcome.

Edit: forgot that HW's get to treat anything native to their Terrain Dominance terrains as a favored enemy. So having cold resistance 20 and all cold creatures be favored enemy would be pretty nice.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

I have not dealt much with HW, and so am useless. Alas.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

Horizon Walker is excellent. I have a friend that went the astral plane route and being able to dimension door a few times per day is very effective. Also as a guide don't you share your favored terrain boni?


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
Sven Bjornson wrote:
Also as a guide don't you share your favored terrain boni?

Only sort of - as a Guide, at 4th level I can give everyone a +2 to initiative and Perception, Stealth, and Survival skill checks, but it doesn't scale up the way favored terrain bonuses do over time. But as Horizon Walker, I'd get Terrain Mastery, which allows me to share scaling bonuses on Climb, Stealth, Perception and Survival checks (but not init), and these would stack with my guide bonuses.

So at Rgr 6/HW 2, I could give the party a +4 to Stealth, Perception and Survival in one terrain and my own bonuses in that terrain would be +6 (and would include initiative).


So...we found some stuff...it might be worth...something...to someone...yea.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
Lady Law wrote:
So...we found some stuff...it might be worth...something...to someone...yea.

I'd say we all just take 10 to aid you, but that's usually reserved for situations where there isn't a penalty for failure. In this case, you've either concluded that the gems are glass, or we've found the jewels of Desna herself and their worth is incalculable. Maybe we should take 'em to town, eh?


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Hey Party People!

I know we talked about a loot list when we started out, but I don't recall what we decided. The last battle yielded much loot, and thus raised the question.

We got:

gold ingot engraved with the Taldan royal seal
a spyglass
a silver lady's ring
three shards of tiger's eye
a paid of fine leather boots
a silver dagger
a leather portfolio containing 4 scrolls. (1 is Endure Elements)
3 scrolls of lesser animate dead
a small lockbox locked
3 vials of a clear and magical oil
10 flasks of Alchemists fire
-- Unspecified number of martial items

GM - did anything besides the scrolls register as magic?

All - Who wants what and how are we tracking it?


Bugsby Featherfoot wrote:

3 vials of a clear and magical oil

Those are magical too ;)


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Right :)

Can someone open the locked strongbox? -So that doesn't detect as magical right?

I also had high hopes for the boots being magic, sigh.

spellcraft on magical oil: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (5) + 5 = 10


They are oils of magic weapon.

The lockbox is something that would be completely destroyed if openned the Ulfen way, however if someone wanted to be a rogue that learns a bit about disabling devices, they could certainly try fiddling with it...


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
GM Mezegis wrote:
...if opened the Ulfen way...

Me likey!

I say we take it back to town with us and have a pro look at it. Sven and I both posted loot tracker spreadsheets, I'm happy to use either, and would be more than happy not to be the tracker, as I've ended up doing that in a lot of my games [/whine].

As to the ingot with the royal seal - shall we speculate IC or OOC as to what the story is there? I'm thinking Rokhar has some high-up contacts - but maybe all ingots in Taldor have that seal, and I just don't know about it. If that's not the case, cashing in a royal ingot may attract some unwanted attention.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

At levels this low tracking loot isn’t super important because pretty much anything is going to cause a major disparity.

In the past, the way I’ve handled it is with a zero-sum system. That is, characters ‘pay out’ from their share of the liquid wealth (gold) the sell value of items they’re taking. This keeps wealth disparity from getting too out of control and helps curb I-Can-Use-That syndrome.

For example, if we found a cloak of resistance +1 and enough gold to give each person 500 gold, it would look like this.

Character 1

Cloak +1 and 83.33 gold

Characters 2 – 6

583.33 gold

I started a basic sheet for tracking loot, here.


As the GM, I'm fine with however you guys want to manage the loot, just as long as items don't start multiplying.

RE: the lockbox. The memebers of the town would know that there really isnt a locksmith in the town. The blacksmith/armorer is ex-military. Heck, there isn't even a jail or police force.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Sounds good, and the sheet looks fine, Sven. (Except you forgot to multiply the oils of magic weapon by 11.) Care to make it editable by anyone with the link, and then you don't have to be the only one tasked with tracking?

On the lockbox: "Ulfen locksmiths, assemble!" Unless someone can think of a way to get knock cast on the thing. In Heldren. Hmmm.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

I'd rather just give people access on an individual basis.

Kalt I'll hook you up along with the DM.

We could just hang onto the lockbox for a bit until someone gets that rogue level *hint* *hint*.


You guys handle the lockbox however you want, I added it to the loot list so that Bugsby would have something to fiddle with so there would be an IG reason for him to take disable device if he took a rogue level. The box doesn't even rattle when you shake it!


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

That makes sense. We can leave it for Bugsby. I gave Kalt and the DM edit privileges for the loot document.

Let's get moving. Back to Heldren!


Back to the GM laughing as you guys try to renavigate the frozen river, only to have the Lady fall in and get swept downstream under the ice...

*Cackle*


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
GM Mezegis wrote:

Back to the GM laughing as you guys try to renavigate the frozen river, only to have the Lady fall in and get swept downstream under the ice...

*Cackle*

Funny, I was just about to post asking how we'd get the lady across the river. Any chance the ice could be thickened a bit by Avora using Call Cold? Or could we rig a nice Tyrolean Traverse?


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

Noooo!

On the other hand, that would give Sven another chance for a heroic rescue...


Kalt Ìsson wrote:
Any chance the ice could be thickened a bit by Avora using Call Cold? Or could we rig a nice Tyrolean Traverse?

She could try it, but perhaps we should wait till then for this discussion, who knows what might happen at night...


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Bugsby will go first and secure a rope, then hopefully people won't die... maybe.

About multiclassing, GM can I multiclass with archetypes? Like taking a level of Seeker that Sven was telling me about? I'm not sure how that works...


Yes, you can multiclass using archetypes. You could easily be a Sorcerer 1(no Archetype)/ Rogue 1(Scout Archetype)/ Monk 1(Zen Archer Archetype)/ Cleric 1(Hospitalier Archetype) if you really wanted.

The only thing you cannot do is pick up an Archetype after you've started the class if it affects skills you have.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

So I couldn't take a level in Sorcerer (Seeker) as it affects skills I have?


Female Human (Taldan) Druid (Arctic Druid) 16/ranger 1 || HP 93/139|| AC 22/Tch 15/FF 22|| F+21 R +12 W +19 (+2 vs. ice or fire from an elemental creature effects) || CMB +15 CMD 26 || Init +0 || Perc +24 (+32 in cold terrain) || Resist 2 cold, 2 negative levels

I inquired previously about using Call Cold for exactly that and Mez was amiable to the idea, but...


While I have no issue with you using survival to help people keep warm, it does halve your movement. With the deep snow already halving it, you essentially move 5’ a round, which math hammered out is less than ½ mile per hour. I looked into it more when my table top game was on the verge of freezing to death. Now I know there’s no real time limit for the time it will take you to travel out, but it’s about 2 miles to what was the edge of the frost line.

It boils down to 4 saves with a +2, or 2 saves normal. Parties call on this.


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

Moving faster without the +2 seems like a better idea for now, especially since we know where we're going.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
Sven Bjornson wrote:
Moving faster without the +2 seems like a better idea for now, especially since we know where we're going.

I agree.

But can I get a weather forecast with that roll, or is it impossible to tell because it's creepy magic?


Impossible to tell. You can tell the way things have grown, that the wind should be coming from the northwest, and based on the bright sunny weather yesterday, today should have been good as well.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Hmmm. I suspect someone is influencing the weather...


Male Ulfen Brawlerdin 17 (hp 219/238) | F +29* R +19 W +24 | AC 37 T 18 FF 34 CMD 44*
Resources:
Hero Points 2/3 | Smite 3/3 | Stunning Fist 10/10 | LoH 15/15 | Stance 12/12

Possibly malicious ice-fey...


*hides books on weather manipulation* I have no idea what could possibly given you that idea...


Was not trying to be an ass with the Scarab post....

I am amused at how much everyone is loading onto this poor animal thought :D

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