[Outpost II] PFS #10-03 Death on the Ice - Author Run (Inactive)

Game Master Scott Young

Tactical map - the excavation site

Travel map 1 - Lands of the Linnorm Kings

Travel map 2 - Crown of the World


51 to 100 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

The locals gave us a wand of it... so we should be ok.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

It looks like we only have the one rod of extend, but Lilybeth hasn't prepared extra phantom steeds. So have we abandoned the idea of using my rod?

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
Loxx wrote:
It looks like we only have the one rod of extend, but Lilybeth hasn't prepared extra phantom steeds. So have we abandoned the idea of using my rod?

Bertha has another one!

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

Not relevant for the current encounter, so posting it here.

Lilybeth will try and scry on Svala Ice-rider every day after setting up camp. As Svala will probably resist (due to being around an undead infected site) chances we'll have contact are slim. After a few days*) Lilybeth will scry on Kuokei instead (which is way more likely to succeed as we have met Kuokei AND have one of her feathers.)

*) What is the average air speed velocity of a laden Snowowl?
Investigative mind
Knowledge Nature: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Knowledge Nature: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34

*) What is the distance between the two locations as the snowowl flies?
Investigative mind
Knowledge Geography: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Knowledge Geography: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24

Silver Crusade

Dwarf Phalanx Soldier 6 / Tortured Crusader 3| AC32 T16 F30 | HP 82/109 | CMD:26 | F:+15 R:+8 W:+9 | Init:+1 | Perception: +5 | Lay on Hands 0/2, Smite Evil: 1/1, Ready Pike: 1/1 | Active Effects: haste, Power Attack ,endure elements

Loxx, I like your character sheet, especially the copy/paste lines on the second sheet. I threw together an attack calculator with the copy/paste setup on another character recently, now I'll never go back.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
Loxx wrote:
Me not agreeing with your request is not pvp. You don't get to dictate the actions of other PCs. Maybe it's just the way things come across over a written medium, but my perception is that you try to control the narrative a bit too much. I would love the chance to reason with you and talk it out in-character, but we seem to have rushed to the next encounter before I had a chance. I'm sorry to bring drama like this into the game, but I'm getting frustrated.

There was a single round between the bears being knocked unconsious and the giant appearing. Lilybeth asked to investigate the site before killing the bears. After that you can do with the bears as you like.

Both Sickly and myself did subdual damage so we could have the choice to let them live. If you decide by yourself to invalidate our actions and kill them anyway in those 6 seconds, yes that's you not being a team player.

BTW: Meat of a carnivorous bear is foul.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Lots of people IRL hunt and eat bears. Even polar bears.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

5 minutes and you can eat as much of them as you want.


2 people marked this as a favorite.

Two points I want to make:

1. So, the escalation wasn't due to the PbP, it was due to the saumen kar seeing you, hailing you, you immediately casting spells and so on, and apparently continuing to ravage the animals around you. He made one Sense Motive check when LifeLover drew their wand, and realized it wasn't hostile, but then rolled a nat 1 when Lilybeth dismissed the woolly rhino. You don't know how long you've been observed, but since you do know that saumen kar see themselves as guardians of the north, and you just downed two polar bear and "disintegrated" a woolly rhino, he probably feels you're not friends of nature.

2. The party is split on the bear issue, which makes it awkward. No one can dictate other PC's actions, but similarly no one can force another PC into a corner where their only hope is PvP to prevent such an action from occurring. Right now, both bears are still lying there as you left them, because there was no suggestion otherwise - the party advanced to the shrine, and then the saumen kar showed up. There was no real gap in time, I probably could have kept the same initiative order except I didn't want initiative to bias you into thinking this had to be violent.

You can discuss the bear issue after the current encounter - both bears are stable and unconscious. Currently you have a saumen kar who isn't sure of your motives other than what he's seen, and you outnumber him 7 to 1.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

Thanks for the explanation of events GM. I agree we should move on from the bears for now.

Dark Archive

1 person marked this as a favorite.
Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
GM Lamplighter wrote:

Two points I want to make:

1. So, the escalation wasn't due to the PbP, it was due to the saumen kar seeing you, hailing you, you immediately casting spells and so on, and apparently continuing to ravage the animals around you. He made one Sense Motive check when LifeLover drew their wand, and realized it wasn't hostile, but then rolled a nat 1 when Lilybeth dismissed the woolly rhino. You don't know how long you've been observed, but since you do know that saumen kar see themselves as guardians of the north, and you just downed two polar bear and "disintegrated" a woolly rhino, he probably feels you're not friends of nature.

What I meant is that in a FaceToFace game, we could have potentially seen that the saumen kar didn't completely trust us yet (" the giant casually moves his axe from his shoulder into a two-handed grip.") and we might have acted differently.

Silver Crusade

Dwarf Phalanx Soldier 6 / Tortured Crusader 3| AC32 T16 F30 | HP 82/109 | CMD:26 | F:+15 R:+8 W:+9 | Init:+1 | Perception: +5 | Lay on Hands 0/2, Smite Evil: 1/1, Ready Pike: 1/1 | Active Effects: haste, Power Attack ,endure elements

I'm loving your spell descriptions GM LampLighter.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1
Mason the Wall of Kortos wrote:
Loxx, I like your character sheet, especially the copy/paste lines on the second sheet. I threw together an attack calculator with the copy/paste setup on another character recently, now I'll never go back.

Thanks. The character sheet isn't my creation, but it checked all the boxes I was looking for, calculates but doesn't try to do too much and allows for the creation and application of buffs automatically.

The macro sheet was my addition. I wanted a way to just copy and paste dice rolls without much fuss. It works well enough in most cases.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

As we're on a time-sensitive mission shall we ask the Saumen Kar if he can take care of the bears to make sure they don't attack human settlements?

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

I agree but by take care of them I mean finish them off and get the meat and furs ready. They definitely won't attack human settlements after that. Unless someone animates the bones that is.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
Loxx wrote:
I agree but by take care of them I mean finish them off and get the meat and furs ready. They definitely won't attack human settlements after that. Unless someone animates the bones that is.

I made sure the statement was ambiguous, so the Saumen Kar can decide whatever he/she wants.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

As long as you don't want Sickly to help harvest bits, he has no issues with keeping the bears from killing more folks, and Loxx gaining some furs.

At the shrine here especially!

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

Lilybeth actually doesn't care that much about animals, it's just that killing local wildlife without consent of the local population seems like a bad idea. More so when we needed information from the locals. Killing the orcas was taboo and this giant almost attacked us for absorbing a summoned creature FFS. But as we've got the information and the giant's permission (sort of?) go ahead and kill the emaciated bears for their meager flesh and inkspoiled furs.

Lilybeth just wants to go and put some undead to rest, which will protect the living regardless the number of legs they have.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

Loxx doesn't believe that the locals own the wildlife and thus doesn't see it as necessary to seek permission. Animals exist to feed whoever hunts them. The fact that some people are territorial when it comes to hunting is something Loxx feels is a shortcoming of those people. Then again, Loxx is more than happy to share what he gets. As far as inkspoiled, he's not really concerned as selling them is not his first thought. They will still keep people warm, ink or no.

Loxx will make sure the bears are dead. Even if they cannot come back to properly dress them, they might feed other scavengers.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I would quickly skin the bears for the hides and just stuff them in my handy haversack for processing later tonight. Probably take a haunch or back strap of meat for tonight's meal.

I'll help Loxx clean up if needed and cast prestidigitation to clean up any mess on our clothes.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

With regards to the dangers the Flesh Eaters present:

I've got defenses against airborne poison (Life Bubble), but not against Contact or Injury poison.
I'll prepare a Communal Resist Energy (cold) for cold damage.
Nothing to help with paralysis though.

Lilybeth does have potential summons have no problem with most of these things.

Silver Crusade

Dwarf Phalanx Soldier 6 / Tortured Crusader 3| AC32 T16 F30 | HP 82/109 | CMD:26 | F:+15 R:+8 W:+9 | Init:+1 | Perception: +5 | Lay on Hands 0/2, Smite Evil: 1/1, Ready Pike: 1/1 | Active Effects: haste, Power Attack ,endure elements

Are phantom steeds considered trained for combat, when it comes to rolling to Control Mount in Battle? If not, when do we need to start rolling ride checks (when in melee, when attacked, when in initiative)?

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
Mason the Wall of Kortos wrote:
Are phantom steeds considered trained for combat, when it comes to rolling to Control Mount in Battle? If not, when do we need to start rolling ride checks (when in melee, when attacked, when in initiative)?

A Phantom Steed is not a real creature, so it can't panic. It's more like an unseen servant that transports you. So no need to 'control mount in battle'

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

It is still considered a mount and thus ride checks are needed at some point, even a ride check to stay in the saddle when you get hit. They are not combat trained and the DC to control in battle is 20. There is no basis to consider it an unseen servant based on the description of the spell. More specifically, it calls it out as a mount in the spell description, so things that apply to mounts (like ride checks) would apply. Unless there is some specific ruling on this, those are mounts and everyone should get off them before we fight (unless you're good at ride checks).

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
LifeLover wrote:
It is still considered a mount and thus ride checks are needed at some point, even a ride check to stay in the saddle when you get hit. They are not combat trained and the DC to control in battle is 20. There is no basis to consider it an unseen servant based on the description of the spell. More specifically, it calls it out as a mount in the spell description, so things that apply to mounts (like ride checks) would apply. Unless there is some specific ruling on this, those are mounts and everyone should get off them before we fight (unless you're good at ride checks).

Yes, you need to make ride checks at certain points, for instance when fast dismounting, or staying in the saddle, or riding with your knees. They are however not real creatures (they don't even have saving throws) and can't be panicked (or hasted). You should see them as a one person hovercraft.

Just taking a regular move requires no ride check, even with an actual riding animal.

For the fighter types, it's probably best to ride forward 100 foot, try a fast dismount and then continue on foot (mainly because they all use two-handed weapons).

IMHO:

Table: Ride Skill DC’s
Task Ride DC
Guide with knees 5
Stay in saddle 5
Fight with a combat-trained mount NA
Cover 15
Soft fall 15
Leap 15
Spur mount 15
Control mount in battle NA
Fast mount or dismount 20

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Lilybeth Zey wrote:
They are however not real creatures (they don't even have saving throws) and can't be panicked (or hasted).

There is nothing in the description of the spell that gives them the ability to not be panicked. Where are you getting that from?

Edit: The ability or immunity to panicked condition (any fear I suppose) does not negate the need to control the mount during combat. I would require all my players to make ride checks if they chose to take them into battle.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
LifeLover wrote:
Lilybeth Zey wrote:
They are however not real creatures (they don't even have saving throws) and can't be panicked (or hasted).

There is nothing in the description of the spell that gives them the ability to not be panicked. Where are you getting that from?

Edit: The ability or immunity to panicked condition (any fear I suppose) does not negate the need to control the mount during combat. I would require all my players to make ride checks if they chose to take them into battle.

It's quasi-real. It's a phantom creation (same as an unseen servant). It a magical construct that floats a few inches above the ground. It has AC and HP but no other physical stats.

Do you really think it would require more guidance than a standard riding dog?

Anyway, you are not the GM, so I'll let GM Lamplighter make the ruling.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Lilybeth Zey wrote:
Do you really think it would require more guidance than a standard riding dog?

It would require the same guidance as a riding dog, which is also not trained in combat and also requires rides checks. Again the key being, it is a mount and there is a ride skill for a reason.

Edit: Riding Dogs are apparently trained in combat.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
LifeLover wrote:
Lilybeth Zey wrote:
Do you really think it would require more guidance than a standard riding dog?

It would require the same guidance as a riding dog, which is also not trained in combat and also requires rides checks. Again the key being, it is a mount and there is a ride skill for a reason.

Edit: Riding Dogs are apparently trained in combat.

Yes, as I said before, you'll need ride checks at certain times (Guide with knees DC5, Stay in saddle DC5), but

Ride wrote:
Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.

Silver Crusade

Dwarf Phalanx Soldier 6 / Tortured Crusader 3| AC32 T16 F30 | HP 82/109 | CMD:26 | F:+15 R:+8 W:+9 | Init:+1 | Perception: +5 | Lay on Hands 0/2, Smite Evil: 1/1, Ready Pike: 1/1 | Active Effects: haste, Power Attack ,endure elements

Looks like Sickly got left off the initiative order.

Sovereign Court

2 people marked this as a favorite.
NG Dwarf Barbarian 9 / Fighter 1

He's not feeling too well right now....

*cough*

Sovereign Court

1 person marked this as a favorite.
Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Plot twist, Sickly is on the undead's side and has been spreading disease to kill everyone this whole time. Has anyone actually seen if he is NOT an undead under all those furs?

;)

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

No one saw that coming!

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

It's probably related to the cunning plot to get back at all the humans that believe all the snow white and the seven dwarfs stories and think there are really only seven possible types of dwarfs: Grumpy, Happy, Sleepy, Bashful, Sneezy, Dopey, Doc.

;)

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Dwarves ain't happy!

Not proper ones, anyway.

Heh, I'm only up to 6 myself... though a friend has a 7th
Sickly, Touchy, Smarmy, Doubtful, Dumpy, Noisy, and Sleazy!

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
Sickly wrote:

He's not feeling too well right now....

*cough*

Maybe you should roll initiative anyway! ;-)

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Hmm... good idea! =)


Ugh, not sure how that happened. I did some cut-n-paste to take certain not-currently-visible creatures off the initiative order, maybe Sickly went with them.

Currently at funeral (well, outside waiting to get in) so will update game later this evening.

As for phantom steed:

D20pfsrd wrote:
You conjure a Large, quasi-real, horse-like creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

I interpret "horse-like" as being like a horse in any way not specifically called out by the spell. I interpret "it does not fight" as "it also does not carry its rider into combat". Feel free to ride it closer, but all normal riding checks apply as for a non-combat-trained horse. It will stop 30' from any undead creature and not move closer.

(As an aside, "...the exact coloration can be customized as you wish...", but "...a phantom steed has a black head and body, grey mane and tail, and smoke-colored, insubstantial hooves..." - which specific trumps which general in this interpretation?)

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Why would it stop 30' from an undead creature? Animals shun it, not the other way around.

Backed Sickly up (single move and dismount), since you're saying I can't double move.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

The phantom steed hasn’t changed that much since 3.0 (except for its seed which is more limited now and customizable apperance). If you look at the more recent phantom chariot, it is more clear what “does not fight” means: it doesn’t attack, but its rider can. The horselike is appearance IMHO.

Even if it would be a real horse, the name “steed” implies combat trained IMHO.

Also, i don’t want ti bother the orhers with ride checjs so we’ll just retcon them away and I’ll dimension door the fighters to the undead instead. Boring but effective.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
Sickly wrote:

Why would it stop 30' from an undead creature? Animals shun it, not the other way around.

Backed Sickly up (single move and dismount), since you're saying I can't double move.

Also a Phantom Steed is the primary mount of a death knight.

Headline: Phantom steed gets spooked ;-)

Silver Crusade

Dwarf Phalanx Soldier 6 / Tortured Crusader 3| AC32 T16 F30 | HP 82/109 | CMD:26 | F:+15 R:+8 W:+9 | Init:+1 | Perception: +5 | Lay on Hands 0/2, Smite Evil: 1/1, Ready Pike: 1/1 | Active Effects: haste, Power Attack ,endure elements

Thank you GM Lamplighter for the interpretation. I encountered a similar question a while ago regarding the combat use of the mount spell.

Sorry to hear you are at a funeral.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12
Mason the Wall of Kortos wrote:
Thank you GM Lamplighter for the interpretation. I encountered a similar question a while ago regarding the combat use of the mount spell.

Mount is a Conjuration (Summoning) = real horse

Phantom Steed is a Conjuration (Creation) = quasi-real (AKA fake)

Phanton Driver creates a real human?

As I've said earlier I've got no trouble if we get all the horses off the board and I'll just Dim Door the frontlines to the front line. I just got carried away by the idea of riding in like the cavalry.

EDIT: Removed the steeds, sorry for the discussion. LiveLover, Bertha and Sickly probably want to retcon (part of) their actions. Lilybeth will have mentioned Dim Door as a tactic in the weeks leading up to this.


1 person marked this as a favorite.

I picked 30' as an arbitrary range so that the horse issue wouldn't affect combat.

IMO, quasi-real does not equal fake: quasi
Since it's a quasi-real horse, you'd need a DC 25 handle animal check to make it go where a horse wouldn't usually - i.e. close to an undead creature. There is certainly no telepathic link implied whether it's a real horse or not, and something has to drive.

Everyone can of course retcon their actions, I didn't start processing the round because of this.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I'm fine with my round 1 action, I got a Haste off for once being first. Just waiting on round 2 and to see what the undead things do.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

In the 2nd edition playtest they put more effort in making sure everyone knows it's phantasmal

Scarab Sages

[ HP 44/44 | AC 18/12T/17FF | Fort +4, Ref +5, Will +11 | Init +1 | Perception +6 | CMD 16 | DR 5/Lethal | Resist 5 Cold/Acid/Elect ] Aasimar Sorc 4 / Bloatmage 4

I had stated my actions for both circumstances, ride + cast or dismount + cast

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly's good. Ride to where he dismounted.

Dark Archive

Female Human Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

@GM Lamplighter.

It's very common in PbPs to use block initiative. So within an initiative block of PCs actions are handled in order of posting, not the actual initiative order. (Ruleswise this is possible by having PCs delay for each other). It's so common in fact that I assumed this was the case in this game as well.

So in this case Sickly would get hasted.

Would you be willing to use block initiative?

Sovereign Court

1 person marked this as a favorite.
NG Dwarf Barbarian 9 / Fighter 1

Woah, yes, I would not have run off before LifeLover's spell. That'd be just silly. Didn't think I'd even need to say that.

Hell was not even in the initiative when it was cast. 8P

51 to 100 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [Outpost II] PFS #10-03 Death on the Ice - Author Run - Discussion Thread All Messageboards

Want to post a reply? Sign in.