Ruins of Pathfinder: Reign of Winter (Inactive)

Game Master Robert Brookes

"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot


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Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Haha yea the idea is pretty funny! Rasso, sounds good man. I have a decient strength, but yours is much better.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Does anyone else want a musket. There are at least four unclaimed of the six we found (I've taken 2 for now. I might have Ar'Zarrcal start studying them and try to understand how they work.)

Robert - Craft Weapons, does that cover guns or are guns there own craft?

Lantern Lodge RPG Superstar 2014 Top 4

Firearms are made specifically by the Gunsmithing feat and they are crafted in a way similar to magic items. It's an unusual tack the devs decided to take, but it definitely sets firearms apart from ordinary weapons.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Teladon for the moment will avoid guns. He is quite happy with his elven crafted bow. As I mentioned before, if Rob was to introduce one of his "shard-guns" with caster shells I think that is something that Teladon would be interested in because of its blending of martial and magic.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
Ar'Zarrcal wrote:

Does anyone else want a musket. There are at least four unclaimed of the six we found (I've taken 2 for now. I might have Ar'Zarrcal start studying them and try to understand how they work.)

Ordrud could carry more than the 1 he has. He has the encumbrance.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I'm good.. I'll just carry my rifle and musket.

Lantern Lodge RPG Superstar 2014 Top 4

Teladon Azuth wrote:
Teladon for the moment will avoid guns. He is quite happy with his elven crafted bow. As I mentioned before, if Rob was to introduce one of his "shard-guns" with caster shells I think that is something that Teladon would be interested in because of its blending of martial and magic.

I think those will stay the province of Eberron, unless someone ever winds up trying to make the very first themselves. Probably would be a spellslinger or maybe a myrmadirch magus or something to go that route.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Ok, I was thinking about this. Right now it seems like we are in a time crital situation. I have a wand of infernal healing that I have been holding onto. I can burn quite a few charges and get us back to full.

2 charges = 20 hps to Ordruid 28/28
3 charges = 30 hps to Rassos 28/28 Ediolon 8/14.

That leaves me with 3 charges left. If Rasso is willing to accept 1 cure from Ar'Z then that will top you off. Teladon will drink a potion of Cure Light Wounds.

It sucks that I have to burn so much, but I don't think we can afford to wait around, agreed?

Now, what do you guys want to do about the remaining people?


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Fenyx thinks a handful of them should be fine on their own to return to the village. Also fine with pressing in, given that Teladon has the means to get us near enough to pristine to press the attack. His main concern was either walking in with diminished hit points or diminished spell lists.

I will remind everyone that there are two horses outside and three kegs of gun powder. We could either try and stage an ambush at the lodge or go in kegs blazing. I'm sure having a handful of heavy explosives would come in handy with a troll still looming ahead.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

If you are suggesting stacking the horses with barrels of gunpowder and then forcing them to gallop away while the barrels are on fire to draw attention away... then I whole heartily agree.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Don't use the wand, Tel. We should just rest here for a day, regain our spells, heal up, rest again to regain spells, then move on. We don't need to waste our resources when we have a strong defensible position.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

I'm OK with both plans: Teledon's and waiting, but we should expect different stories.

Teledon's will put us on offense, because we can probably get further into the territory than they would expect. Although the druid probably has animal spies, so surprise may be relative.

Waiting could put us on defense by letting the bad guys to steal a march. However, fighting on this side of that rope bridge would be preferable to fighting on the other side without another way to retreat.

The horses may be challenged in the snow. Barrels of gunpowder would be useful for a Michael Bay script. Even more useful would be fuses and smaller containers. Ordrud could probably carry a barrel by himself maybe two, depending on weight obviously.

EDIT Ordrud doesn't want the campers to travel with them and supports them retreating to the village.

cheers


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
Teladon Azuth wrote:

Ok, I was thinking about this. Right now it seems like we are in a time crital situation. I have a wand of infernal healing that I have been holding onto. I can burn quite a few charges and get us back to full.

2 charges = 20 hps to Ordruid 28/28
3 charges = 30 hps to Rassos 28/28 Ediolon 8/14.

That leaves me with 3 charges left. If Rasso is willing to accept 1 cure from Ar'Z then that will top you off. Teladon will drink a potion of Cure Light Wounds.

It sucks that I have to burn so much, but I don't think we can afford to wait around, agreed?

Now, what do you guys want to do about the remaining people?

This will work for my 28 normal HPs, and I can cast lesser Rejuvenate eidolon for the eidolon's THP. I'd still like to rest again, but maybe for only eight hours? I can't remember if Rob has a 1 per 24 hours resting policy or not.

Rasso considers Dann and the others free men now, and doesn't care what they do. If he gets healed up he'll be willing to march.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3
Rasso wrote:
Teladon Azuth wrote:

Ok, I was thinking about this. Right now it seems like we are in a time crital situation. I have a wand of infernal healing that I have been holding onto. I can burn quite a few charges and get us back to full.

2 charges = 20 hps to Ordruid 28/28
3 charges = 30 hps to Rassos 28/28 Ediolon 8/14.

That leaves me with 3 charges left. If Rasso is willing to accept 1 cure from Ar'Z then that will top you off. Teladon will drink a potion of Cure Light Wounds.

It sucks that I have to burn so much, but I don't think we can afford to wait around, agreed?

Now, what do you guys want to do about the remaining people?

This will work for my 28 normal HPs, and I can cast lesser Rejuvenate eidolon for the eidolon's THP. I'd still like to rest again, but maybe for only eight hours? I can't remember if Rob has a 1 per 24 hours resting policy or not.

Rasso considers Dann and the others free men now, and doesn't care what they do. If he gets healed up he'll be willing to march.

Per the rules, Arcane Casters need 8 hours of sleep to regain their spells, but can only do so once per 24 hours. Divine casters don't need 8 hours of sleep, but still can only prep/regain spells once per day.

So unless Rob rules otherwise, once per 24 hours, thus my suggestion of defending the cabin while we do so.

Lantern Lodge RPG Superstar 2014 Top 4

^ This.

You can get bed rest for 24 hours to recover more HP than you would in an 8-hour day, but you can only prepare spells once every 24-hours.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Well then yeah, my vote sticks with another day before going anywhere. Even with healing from Teladon, I'd need to burn 2/3 spell slots to get up to full health.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Ar'Zarrcal has pressed for us to move forward. I don't want to be huddled in the lodge while they bring out more trolls from the portal or snow us in with a magical ice storm of some sort.

Teladon's wand plan sounds fine to me.

Taking some horses with barrels of gunpowder also is appealing. We could alternatively strap kegs to Yvonne's corpse.

As for the militia men. Ar'Zarrcal would want them to stay at the lodge. If we cross the bridge, it would be nice to know that we have the militia holding the lodge and hopefully the bridge. Maybe they'll even draw the enemy away thinking that we are all still holding the lodge.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I only memorized one infernal healing, I might have to try Cure Light wounds on Ordrud unless Teladon mentions his wand of infernal healing.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

hey guys, my laptop has seems to have bit the dust(the screen has died x_x)

I'm posting from my brother's house across the yard right now, I'll keep you guys updated on what happens next, but this is just a heads up and an upfront apology if Styvanus is lagging behind for a little while in the near future.

Thanks guys, sorry for any inconvenience, I'll try to get things straightened out.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

I'll be making a post as soon as I can from Teladons POV with the healing juju


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

Are we going to wait for Styv to make the executive decision? If yes, we may wait awhile for his technical problems.

Without Styv, do we have a majority to stay or go? Teledon, you seem to be wanting to force the decision with the use of your wand (which I think is as good idea as taking the red or blue pill). However, by seemingly to address your post to Rasso, who's primary interest is getting healed like Ordrud, I don't think your Choice is having the impact that you could have hoped for.

my two coppers

cheers


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I hope Gwynn isn't a Paladin.

Ar'Zarrcal favors moving on and pressing the attack. He is highly interested in finding the portal and discovering what the witch and her corrupted druid are trying to do and more importantly, HOW they are doing it.

He won't press the issue though, especially if his fellow Ambassador from Shalast is in favor of resting.

Lantern Lodge RPG Superstar 2014 Top 4

I think as long as we have a consensus OOCly it will be fine, Styv's been great about that. What does everyone think? What is the plan? I'd like to see everyone's OOC notions as whether staying another night or healing up with consumables + marching forward is preferable. I'll put up another post tonight in response to the ongoing discussions ICly.

Ar'Zarrcal wrote:


I hope Gwynn isn't a Paladin.

Hah! No, no. LG Human Gunslinger 3.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

You guys know my take on it. Lets use the wand and press foward.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

I prefer that we press forward once everyone is healed and we extract what information is possible from our prisoners.

I'm not crazy about the idea of a horse-bomb but eh desperate times, desperate measures and all of that.

I'd prefer strapping it to the zombie, Fenyx will probably have a few chances to take control of some more of them.

Horse probably wouldn't be too willing to cross the bridge, and would have troubles with the snowy conditions.

We could just strap a pair of skis to Yvonne and send her down a bunny slope with a barrel of gunpowder :P

That's a very circumstantial situation though, haha.

I'll at least be able to get a post up every couple of days from here until I can figure out a solution. I'll probably just get an AVG cord and hook the laptop up to a tv screen!

Again, thanks for the patience guys.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Well yeah, if it's a prereq for me getting healed then I'm for moving forward. I'll cast a rejuvenate eidolon on myself as well after Teladon uses the wand. Save my other two slots for emergencies.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

The possibility of Halak reclaiming control of Yvonne should not be ruled out, given that he created her in the first place. Should he elect to do so after we've lit the fuse of a keg of gunpowder the zombie is carrying, that could be decidedly disastrous.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1
Fenyx Dagannauth wrote:
The possibility of Halak reclaiming control of Yvonne should not be ruled out, given that he created her in the first place. Should he elect to do so after we've lit the fuse of a keg of gunpowder the zombie is carrying, that could be decidedly disastrous.

Very true, that would be an issue.

In other news, new laptop, so woo!


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
Styvanus Rozier wrote:
Fenyx Dagannauth wrote:
The possibility of Halak reclaiming control of Yvonne should not be ruled out, given that he created her in the first place. Should he elect to do so after we've lit the fuse of a keg of gunpowder the zombie is carrying, that could be decidedly disastrous.

Very true, that would be an issue.

In other news, new laptop, so woo!

Woo indeed! New laptops are always fun.

Lantern Lodge RPG Superstar 2014 Top 4

Hey guys! Sorry for my lack of a post last night, I had a lot to do on a project of mine. Cool bit of news, however, is that the fabulous Carolina Eade will be doing the cover art! :D

I'll work on a post now that I have some more time.

Lantern Lodge RPG Superstar 2014 Top 4

So, I'm putting a post up. But I'm waiting on the second half of it that may move us a little foreward depending on what you guys would like to do with the following items:

1) Do you want to play out the interrogation of the fey and the hunter, or just handle it with a couple of checks and get the results in a long-form narrative?

2) What preparations are you taking before you leave the lodge?

3) Does anyone need any more healing/who is offering to heal?

4) Is Talavuc altering her prepared spells at all? For that matter are Fenyx/Teladon? You have an opportunity to.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I'd prefer checks and narrative for the interrogation. How far do we think/know it is to the tornado in time? Hour march? Three? 15 minutes?

I'm going to cast lesser rejuvenate eidolon on myself at least once, let's see.

Healing: 1d10 + 2 ⇒ (8) + 2 = 10

That'll do for now. Teladon gave me two infernal healings, right?

If it's going to be a half an hour or less journey, I'll go ahead an cast mage armor now. Anything longer and I'll hold off.

Ruling:What will happen if Rasso drinks a potion of enlarge person? I'm thinking nothing since I count as an outsider, but I didn't realize that when I bought them back at character creation. Any chance I could change them out for something I can actually use?

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Seconding the Checks and Narrative approach.

Rasso, your Eidolon counts as a Humanoid for purposes of spells - or should, at least, since you and it are one in the same when it is summoned. Normally, a regular Summoner can cast Enlarge Person on his Eidolon.. from what I've heard. Unless Rob rules otherwise, o'course.

I'll double check this and see if I can find a definite answer.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

I prefer the checks and then receive the narrative. I'll get up a post in response to Gwynn's words.

Here's a couple diplomacy and intimidate checks (for each prisoner) , depending on where the interrogations go.

Hunter:
aid Fenyx on diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7
intimidate: 1d20 + 6 ⇒ (2) + 6 = 8

Fey:
diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24
intimidate: 1d20 + 6 ⇒ (20) + 6 = 26

wow, The roller is showing it's split personality here, a 1 and 2 followed by 18 and 20.

Lantern Lodge RPG Superstar 2014 Top 4

Synthesist Text wrote:


He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist.

Enlarge person wouldn't work, so I have no problem with you switching out those potions for something of equal value.

Lantern Lodge RPG Superstar 2014 Top 4

Based on how far you have already traveled and what you know of the region you can estimate the distance to the heart of the storm along the established logging road is roughly 4 miles, roughly 1 hour away.

The snow is not as deep here beyond the winter wall, as you have seen, so you will not find movement impeded on your way to the heart of the storm and will not need to use your snowshoes. In fact, you could even travel on the horses (or some of you could).

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Ah woops, guess I was wrong. >.>


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

I would prefer interrogation rolls and narrative. Ordrud will follow Styv's request to participate.

We need to finalize our gear. Ordrud can carry any extra muskets, loaded. So far, I've added the following to his sheet:
1 potion CLW from Rasso
1 potion CLW from loot
1 potion CMW from loot
1 pair of skis & poles (20 lb.) from loot
Were there any coils of rope or ice cleats in the lodge?

Ordrud needs another 9 points of Healing before leaving.

cheers

Lantern Lodge RPG Superstar 2014 Top 4

There is a 100 foot coil of rope in the cabin and another 50ft coil in the tool shed outside. There are no ice cleats to be found.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I can't say I agree with us moving on so soon and using our limited magical resources (Even if Rob's in-game post basically says we should get our asses moving, but we can't see that). In an IC perspective, Marcellano thinks we should hunker down a bit.

But majority rules, and it seems people want to move on. I personally am rearing to go, not having taken any damage, but meh.

ONWARDS TO GLORY OR DEATH!

(As mentioned in my S&S campaign, I've been up nearly 24 hours, so insanity is starting to kick in)


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Okay, then they are getting converted into a wand of lesser restore eidolon with 16 charges.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
Robert Brookes wrote:
There is a 100 foot coil of rope in the cabin and another 50ft coil in the tool shed outside. There are no ice cleats to be found.

Ordrud will carry both coils unless someone wants one or two.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Replacing magic missile memorization with shield in light of the wand acquisition. There any chance of penning some scrolls in the lodge?

Lantern Lodge RPG Superstar 2014 Top 4

Not entirely, no. However:

PRD wrote:


The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

You could start working on some now, and while you're only netting 2 out of 8 hours per day on crafting it could add up. Within 4 days you'll have a finished scroll without having "lost" any time working on it. You could easily presume to have put in four full non-adventuring hours while at the lodge and everyone is getting ready in the "morning" (2pm roughly, based on when you went to sleep at dawn.)

I can go over some more options, and if I'm missing obvious ways of speeding up the time it takes in fraction-of-hour times (after all a 1st level scroll is only 25gp) let me know!

Lantern Lodge RPG Superstar 2014 Top 4

Ordrud wrote:
Robert Brookes wrote:
There is a 100 foot coil of rope in the cabin and another 50ft coil in the tool shed outside. There are no ice cleats to be found.
Ordrud will carry both coils unless someone wants one or two.

If Ar'Z has the spare weight capacity I'd recommend he have one, since his rope trick spell has been exceedingly handy. We'll see how he chimes in on that.

Unrelated to the above, I need something from you all:

I already have a Diplomacy check from Fenyx against the hunter. I need someone in the group to make either a Diplomacy or Intimidate check (if you choose the latter you gain a +2 bonus on the check if you apply Fenyx's understanding of using fire to threaten) against the winter-fey prisoner.

On that note: What are you doing with the prisoners after their interrogation?


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

I think it's only a 2 hour process for the spells I have access to; Scribe Scroll

As to the prisoners, we can probably leave Thuldrin's goon with Dann and his boys at the lodge. The winter-fey? I dunno. Killing it outright won't jive well with most of the group, I think, Fenyx included. May have more insight on what to do with that pending how the interrogation scene plays out.

* I'm not entirely certain why it's redirecting to this PbP's Campaign Info. I am corn fuzzled. There we go. Guess it wasn't cool with me using the actual URL for the name... for whatever reason.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Ordrud, let me have one of the coils of rope if you don't mind. It could be useful to have with my must Animate rope domain spell.

I'll take the 50' coil.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
Ar'Zarrcal wrote:

Ordrud, let me have one of the coils of rope if you don't mind. It could be useful to have with my must Animate rope domain spell.

I'll take the 50' coil.

No, problem, my friend. It's yours.

Intimidate: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 the +2 for fire. Evidently, Ordrud's heart wasn't really into it. It would be good for an aid.

Team, don't forget the healing plan.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1
Robert Brookes wrote:


I already have a Diplomacy check from Fenyx against the hunter. I need someone in the group to make either a Diplomacy or Intimidate check (if you choose the latter you gain a +2 bonus on the check if you apply Fenyx's understanding of using fire to threaten) against the winter-fey prisoner.

On that note: What are you doing with the prisoners after their interrogation?

Styvanus Rozier wrote:

I prefer the checks and then receive the narrative. I'll get up a post in response to Gwynn's words.

Here's a couple diplomacy and intimidate checks (for each prisoner) , depending on where the interrogations go.

Hunter:
[dice=aid Fenyx on diplomacy]1d20+6
[dice=intimidate]1d20+6

Fey:
[dice=diplomacy]1d20+6
[dice=intimidate]1d20+6

wow, The roller is showing it's split personality here, a 1 and 2 followed by 18 and 20.

Did you miss this Rob, or is there an issue with the block of rolls?

on the other note, yeah I think it'd be fine to leave the hunter in manacles with Dann and the conscripts.

I'm not sure about the fey, I mean it looks like we're going with intimidate for that given the +2 from fire, and also my intimidate roll for the fey was a natural 20( but my diplomacy was 18 also)

maybe if we go the honey instead of vinegar route we could negotiate allowing it it's freedom if it leaves the area. Maybe it's a little naive to place that trust there but i mean it seems that they are being controlled against their will and we've had it in a bag for awhile. These creatures value freedom and all of that right? and Gwynn/Styvanus atleast can probably definitely vibe with that.

Lantern Lodge RPG Superstar 2014 Top 4

Fenyx Dagannauth wrote:
I think it's only a 2 hour process for the spells I have access to; Scribe Scroll

Yep, I knew I was forgetting something! Then yes, there's enough time in the morning when preparing to go out to scribe 2 scrolls.

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