Whoo! Its Chilly Out Here! A Reign of Winter Campaign (Inactive)

Game Master KatsuneSage

Reign of Winter campaign run by KatsuneSage


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Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Ooo, I'll have to use that one :D

I'm not stealing, I'm gathering unobserved resources!


Female Human Staff Magus (Hexcrafter) 1

OOC, I'm not upset about it. I'm just slightly concerned that our paladin might accidentally lose her powers if she's not careful. If there's a good reason, I don't see a problem with it, in character or out of it.

I'm all for great RPing, which is why I enjoy Grimkell a lot - he's really pushed Lex's buttons in more than one way, which we'll have to wait and see how that will play out. I expect not in a way that Lex will see coming.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Ahh, the ever present Banhammer that lurks over every paladin. This one is really up to the GM. I am and have played with GM's that are fairly lax in their views of following a code of conduct and their deities ideals. I have also seen and played with GM's that have fallen a paladin for not showing proper lawful nature when the corrupted leader gave him tasks that were perfectly within the law, but dirty and mean spirited. It's one reason I'll never play a paladin, I don't want my skills and abilities based upon how another person feels should be playing.


Female Human Staff Magus (Hexcrafter) 1

To me, playing a paladin is all about adhering to whatever code you've chosen to follow and obey. Sometimes you can bend the rules, but outright breaking your code should invoke penalties.

In example, 'acting in honor' is subjective to the culture. While things like lying and cheating are explicitly prohibited, stuff like taking the belongings of the dead are in a moral grey area, depending on where you've been brought up and how your society feels about it.


Just for the fun of it, have you ever considered that lawful migh be someone that is highly humble, believing that all authority is chosen by a god/destiny? Thus, a person like that might tend to follow any rulers decision, questioning the universe as to whether it is right or not?

I always found that it would be a cool concept for a paladin.


Lex Bishop wrote:


I'm all for great RPing, which is why I enjoy Grimkell a lot - he's really pushed Lex's buttons in more than one way, which we'll have to wait and see how that will play out. I expect not in a way that Lex will see coming.

Thanks, I try. If you were talking about the actual character: thanks, I tried to make him interesting.


Overseer of the Lands Controller of the Universe

As it goes with paladins, I can be lax, but I have my limit. Iomedae is a very strict deity in my opinion, so watch what you do. I didnt have any problem with her looting, however. If I find that she's breaking the rules of her deity, I will let her know. If you dont get a PM you're fine!


So, question, right now in the game, the weather is below 0 F? So severe cold?


Female Human Staff Magus (Hexcrafter) 1

It's below 40 degrees F - that's a Fort save every hour. And if you take any Nonlethal damage from the cold, you're automatically fatigued until you heal it.

Fort saves progress from DC 15, to +1 to the DC every hour of exposure. So yeah, it would be in everybody's best interest to pick up the pace. The longer we stay out, the more likely we'll get fatigued. Except for Nev, and we completely hate him for hogging the endure elements.

(Just kidding, but yeah, hypothermia sucks.)


Humm, the reason I asked is because for between 0 and 40, only unprotected characters have to make the save... which is none of use, right?

On the other hand, if its between 0 and -20, then everyone has to make saves. Well, you know, except Nev.


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

My Level 3 revelation will negate the snow-based Perception penalties, too. Don't be jelly. Haters ain't cool, so chill out a little. ;-)


Overseer of the Lands Controller of the Universe

Here is what Im going off of, which is in the AP.

Quote:

The temperatures inside the winter pocket are considered cold (approximately 30° F during the day, and 10° F at night). Every hour spent in the wintry conditions requires a Fortitude save (DC 15, +1 per previous check) to avoid taking 1d6 points of nonlethal damage. Those who have taken nonlethal damage from exposure suffer from hypothermia (treat as fatigued), and if this condition is not remedied, they also suffer from frostbite (Core Rulebook 442). If the PCs secure cold-weather outfits before leaving Heldren, they receive a +5 bonus on Fortitude saves against exposure to the weather while adventuring in the forest.

Additionally, within the edges of the Border Wood, 6 inches of snow cover the ground, reducing overland travel rates by half. During combat, entering a snow-covered square costs 2 squares of movement.

These are the conditions you are in. BUT! If you snuggle up by a campfire, it combats the cold and basically resets the fatigue. Not the damage, but the fatigue. Cause you're no longer suffering from Hypothermia!


Interesting, its different from what we have in the core rulebook and the players guide to the AP! Good, my next question was about fire and you answered it!


Female Human Staff Magus (Hexcrafter) 1

Also, for those of us who have Survival: Making a DC 15 Survival check gives a +2 bonus to Fort saves against the weather while moving overland, and a +4 while stationary. Every point above that allows them to give one other person that bonus. It can be helpful until we manage to get ourselves a wand of endure elements.


Overseer of the Lands Controller of the Universe

true true. Go my little penguins! Huddle together for warmth!!!!!! MWAHAHAHAHAHAHA*cough* I mean.... Yay! You will live!!


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Yes, the rules provided in the AP are different from those in the CRB and other "main" books. It's GM prerogative which option they want, and it seems ours wants us to get all cozy or freeze to death. :D


Lex Bishop wrote:
Also, for those of us who have Survival: Making a DC 15 Survival check gives a +2 bonus to Fort saves against the weather while moving overland, and a +4 while stationary. Every point above that allows them to give one other person that bonus. It can be helpful until we manage to get ourselves a wand of endure elements.

Yeah, I checked it out in the core rulebook:

Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.

So.... are the rules changed? Are we willing to slow down that much?


Female Human Staff Magus (Hexcrafter) 1

Should also probably clarify if cold resistance means you negate the non-lethal damage (Since its unspecified environmental damage, not energy), or if it just gives a bonus to the Fort Save. For example, Cold resist 2 would give a +2 bonus to Fort saves against cold hazards.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)
Grimkell son of Ogmundr wrote:
Humm, the reason I asked is because for between 0 and 40, only unprotected characters have to make the save... which is none of use, right?

I believe we are all "unprotected", since although we have some gear, we're wondering in the open, where there is snow falling and the wind blowing. In a cave or partially protected face, with a fire burning, we would have no such problem, I believe.

We've been tracking for 1 hour. Now your spell has ended, hasn't it? So we will probably move at half the regular pace.

Also, if we negate the fatigue from the hypotermia, the NL damage heals 1 point for every 15 minutes, doesn't it?

Lex Bishop wrote:
Should also probably clarify if cold resistance means you negate the non-lethal damage (Since its unspecified environmental damage, not energy), or if it just gives a bonus to the Fort Save. For example, Cold resist 2 would give a +2 bonus to Fort saves against cold hazards.

This would leave me in a great position, if it works like that.


Elxurian wrote:
Grimkell son of Ogmundr wrote:
Humm, the reason I asked is because for between 0 and 40, only unprotected characters have to make the save... which is none of use, right?

I believe we are all "unprotected", since although we have some gear, we're wondering in the open, where there is snow falling and the wind blowing. In a cave or partially protected face, with a fire burning, we would have no such problem, I believe.

The way I read it, cold weather outfit would count as protection. In truth, I find the rules in the core rulebook on that really unclear.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

If it granted protection, instead of granting a bonus, would grant immunity in the given temperature, wouldn't it? That's what I guess, at least.


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

I've seen three different ways it's handled. No idea what the GM'll go with (or if she has a different idea).

1. "The Witchwar Legacy" takes place in a similar environment and states that 1pt of cold resistance (or endure elements) negates the damage. Not sure if that's changed since though. When I GM, I use this since Resist Cold 1 will eliminate 600pts of cold damage per hour.

2. Subtract your cold resistance from the damage. In other words, someone with Resist Cold 2 will take between 0-4pts damage from a failed save.

3. Cold resistance gives a bonus to the Fortitude save (as per 3.5's "Frostburn" rules). If you have Cold Resist 3 or higher, you're basically immune.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Also: You folks kill me. I go to work for 10 hours and there are 38 total posts?!? sheesh. It's a good thing I had a chance to check it, because I closed tonight and open tomorrow. I could have been WAY behind.


Overseer of the Lands Controller of the Universe

Okay so here my decisions. I figure that since you are all wearing winter wear that you have a +5 your roll for the fort save.

Also, Ive decided that cold resistance will act like damage reduction, basically if you have cold resistance 5 you won't take any non lethal damage since its a 1d4.

Also, whenever you sit by a fire and warm yourself for certain amount of time that is not specified in the book your fatigue goes away but not the non lethal damage.

The non lethal damage is cold damage. Think about it, it is energy damage because mother nature is the source of energy, not just magic. If you are out in the cold, your body is being attacked by the cold energy. I am taking chemistry right now and we are going over heat exchange, sorry to get so technical.

As regards to moving. You move at half your speed already because of the snowy train. The snow at this point is basically up to your knees so it makes it difficult for you to walk. Unless you have something that will allow you to be able to walk on the terrain, you moved half of your movement speed. The movement penalties JUST began as you got to the chest. I didnt post it yet because you needed to get a little farther before it counted. The fort save timer, however, started the moment you stepped into the massacre site.

Since you are already moving half of your movement speed, you will be moving another half of your movement speed if you do the survival thing. So you will be essentially moving about 7.5 feet every move action. In other words 1/4 speed. Before armor penalties, you can double move for 15 feet. But, while youre not in rounds, this doesnt really mean anything except it takes more time.

I have designated times where I'm going to ask you to roll fatigue checks. For those of you where that does not apply just specify. Each time you roll, you add one to the difficulty check.

Lastly, this is what this AP is all about. It is supposed to be scenario where you are struggling with the winter weather. That's what makes this one challenging. I have interpreted the rules as well as I can and I believe that what I've come up with is fair. If you guys don't think it's fair please tell me and I will try to make it fair. I read all of your suggestions and taken into account in making these rules. All in all I want this to be a fun campaign and I don't want this to hinder the enjoyment that you derive from it.

I believe that with the party structure we have, and the characters that you guys have made you will be able to get through the cold winter weather. Especially whenever you get to a place where you can buy a endure elements wand.

What do you guys think? I personally think that's pretty fair and I would be okay with it if the GM told me this. I like to think in a player mindset rather than a GM point of view whenever making rules. Like I said I wanted to be fun and I don't want to be railroady.


Female Human Staff Magus (Hexcrafter) 1

Sounds quite fair to me. If I don't crit fail my Fort Saves in the future, it shouldn't be a problem for Lex. Though fatigue is going to hurt her in the upcoming fights.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Sounds very fair. Lex, if you want to get rid of the fatigue, just get healed. Not sure the amt of healing we have in the party, but if enough people are hurting from it, we should resolve it before we get into a big fight.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Grim, did you want the chain shirt? It only increases my AC by 1, but the fact that it's MWK means I wouldn't suffer from any ACP. Not sure what kind of boost it would give you. Also not sure if we want to try and get once person's AC high, or get everyones to "OK"


Rules sound faire to me! It's really nice that you took the time to clarify what we will be using.

@Llyr:Since Grimkell didn't say anything about wanting to take it in game, you can assume he won't. From my standpoint, he thinks it is too cold to change... or something like that.


Karyne Morozov wrote:
Also: You folks kill me. I go to work for 10 hours and there are 38 total posts?!? sheesh. It's a good thing I had a chance to check it, because I closed tonight and open tomorrow. I could have been WAY behind.

Kill you in the right or wrong way?


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Yes? It's awesome, just shocking to open the page and see 25 and 13 for updates


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

OK, Then Llyr will be using the chain shirt, and holding onto the dagger in case things get hard to hit. He is not overly attached to either, so if things warm up and someone want them, just say something.

EDIT: Here's to hoping we can keep up the posting pace. I know I have no issues since I do most of it from work :D


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

D4 damage? Or did you mean d6?


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

That was a typo, it's D6. She wa sprobably thinking that with cold resist 2, the damage options are 1-4, and with cold resist 5, the only damage is 1 on a max damage roll.


Overseer of the Lands Controller of the Universe

it was also 2 am in the morning XD. The things I do for you guys. Ready to move on?


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Max on damage roll? Yes I can do that, when the damage is on myself...

I'm ready.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

With everyone so eager to save Argentea, yes, I think we are ready :D


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Sorry guys, I tried. Can’t complain about rolling a 17 and it wasn’t enough.


Quick question since this is my first pbp. Should I assume that the group always share results from knowledge rolls (such as when one succeeds, everyone can read the spoiler?) or should I simply wait for them to actually write that they share the knowledge.

Same for languages.


Overseer of the Lands Controller of the Universe

You need to wait for them to actually say it. Since we are roleplaying these characters, you cant know unless someone tells you. Its how I GM IRL as well.


Female Human Staff Magus (Hexcrafter) 1

When Lex tells people things they need to know, it's usually with sarcasm. She's got a lot of spite and bitterness in her - though flirting with her (As in the Discussion pre-game RP), or if she thinks you're flirting with her, will cause babbling, flustered behavior, and luminescent blushing.


Interesting remark. So, that is where the change comes from! How would Grimkell like to know that!


Overseer of the Lands Controller of the Universe

We ready to move on? :) Lots more fun to be had!


Whispers Through The Snow wrote:
We ready to move on? :) Lots more fun to be had!

Grimkell is, not sure for the others, they seem pretty much into finding the lair.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Let's settle a parameter here.
- We are moving forward as fast as we can, only stopping for something else if it is necessary. Otherwise we just look over the place and keep moving.

Just like Elxurian did. Take a look around, if nothing is seen we move on.
What do you think?


Female Human Staff Magus (Hexcrafter) 1
Grimkell son of Ogmundr wrote:

Interesting remark. So, that is where the change comes from! How would Grimkell like to know that!

Well with Grimkell being the handsomest male adventurer in the party, Lex could be said to be attracted to him. However, her opinion shifted towards hate due to him dismissing her modesty to being unsuited for adventuring, and now she's still steaming over that. She'll simmer down and forget eventually, though, unless reminded.

As for the rest: She likes Nev for the heals, thinks Elxurian is lying about being a paladin, is cautious of Karyne, and hasn't formed an opinion yet on Llyr.

Edit: I agree with El on that parameter - fight when we have to, take a glance around for goodies, then keep moving on - rinse and repeat.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Agreed, look around, and then move on.


Agreed, fast and furious.


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

Agreed


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)
Lex Bishop wrote:
...thinks Elxurian is lying about being a paladin....

I have a Iomedae wooden holy symbol, I've showed it to Filius, Carl and a whore at the bar ^_^


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Ever watch the first Mummy movie? Benny had a number of holy symbols, I would not consider him a Paladin.

-Devil's Advocate

:D

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