Blaydsong's Reign of Winter (PF1)

Game Master Blaydsong

Current Date: Wealday, 9th of Erastus, 2713 AR; approx. 4:30 pm.
Town of Heldren
NPCs and other stuff.
Roll20 Maps


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Image Male CN human oracle 12 | HP: 123/123 | AC: 32 (14 Tch, 30 Fl) | CMB: +16, CMD: 30 | F: +11, R: +9, W: +10 | Init: +3 | Perc: +13, SM +12 | Speed 20ft |
Spells:
6th 3/3, 5th 5/5, 4th 7/7, 3rd 5/7, 2nd 7/7, 1st 7/7
| Active conditions: magic vestment [x2]
Nutar Sanguyak wrote:

Posting this in discussion as it started getting rather lengthy.

** spoiler omitted **...

Damn, forgot about the charge... However, I'm not sure the bonus from charge will affect the rake attacks or just the first attack. The charge rules always refer to a single attack and the pounce rules which are in fact "changing the charge rules" do not say you get the bonus on all attacks. There appears to be no FAQ about it either.


Yeah.. I was looking at that too.

On second thought, let's omit that rake hit. So you currently have 5 HP.

Too many unknowns. :)


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

A note to all my games:

I will be out of town starting tomorrow morning until next Tuesday morning (the 17th). I will be in a location entirely without internet and will be completely unable to post. Please GMPC me as needed.

Nutar is offering to scout ahead but will not take any risks if he can avoid it. In combat he will use fire bolts as a default damaging ability, but if there is a particularly dangerous foe he will use snowball (unless they're immune to cold), or if multiple enemies are grouped up he will use his burning hands spell (which is cast at CL 3). Failing any good uses of those he will spam guidance on whoever he can.


Sounds good, Nutar.

Stay safe.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Interesting nugget here, in regards to cold weather effects... apparently 'cold weather gear is enough to negate the requirement for saves between 40°F-0°F'


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Also, cold resistance works against incoming nonlethal cold damage


Thanks for that, Uthred. I thought that I had read something like that before, but I couldn't find it anywhere.

Pretty sure it was somewhere else, but this will do. :)

@Oriol, go ahead and ignore that spoiler I gave you.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Reading is important... lol... by careful reading of the rules I realized:

A) An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).

--> so A does not even apply if you're wearing Cold Weather Outfit as you are therefore no longer 'unprotected'

B) In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.

--> so B still applies if you are not unprotected, but only one check per hour


I read over it again.

Technically, it doesn't say anywhere that cold weather gear negates the effects of regular cold weather, but it is implied by saying that it protects against the effects of cold weather.

So, as someone else posted, a little bit of 'hand waving' is in order.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

I see that the MW Chain Shirt and MW Dagger are still up for grabs; I'll put those on Uthred if that's ok.

As for unprotected vs. protected, I think the book author confirmed online at some point that since the module assumes a start in summer conditions in Taldor, that this statement would apply to folks showing up in the Border Woods in a t-shirt... :)

For paranoid ones like us with full complement of furs, I think we fit under the 1 fort save per hour only when the temp dips under 0 deg F.


yeah. Showing up to the edges is fine. Once you delve into the Border Woods (which you have) you are subject to sub-zero temperatures. The matter of contention was more the specifics of cold weather gear.

Based on what I've read, I'm gonna go for a hand-waving, for the current conditions. Not only is it easier book keeping for me (for now), but it just makes more sense.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

PS: Uthred ditches his hide armor, unless someone wants it...


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

Huh, interesting. That's ambiguous enough to be worth a rules thread. Does unprotected mean "naked and exposed", or "no cold weather gear", or "lacking magical immunity"? I had always ruled it as the 3rd option, but I think with Uthred's explanation I may change over to the 2nd option.

But I'm also biased because I like getting rid of tedious tracking, like catruimg capacity and daily checks. Players in my games know I give out bags of holding like candy.


Nutar Sanguyak wrote:
Huh, interesting. That's ambiguous enough to be worth a rules thread. Does unprotected mean "naked and exposed", or "no cold weather gear", or "lacking magical immunity"?

I figure that 1 & 2 are pretty much the same thing. But, yes, I don't think that they are figuring 3 into this particular equation.


Image Male CN human oracle 12 | HP: 123/123 | AC: 32 (14 Tch, 30 Fl) | CMB: +16, CMD: 30 | F: +11, R: +9, W: +10 | Init: +3 | Perc: +13, SM +12 | Speed 20ft |
Spells:
6th 3/3, 5th 5/5, 4th 7/7, 3rd 5/7, 2nd 7/7, 1st 7/7
| Active conditions: magic vestment [x2]

A couple years ago I was getting ready to run this same AP and I remember to have found various sources that support that cold weather outfit equals to "protected" for the rules, which anything else besides the obvious magic effects would count as "unprotected".

If I'm not mistaken, there is a section on the book Shackled Hut that confirms this.


Huh... maybe that was the section I was thinking about.

Thanks for that, Oriol. :)


Image Male CN human oracle 12 | HP: 123/123 | AC: 32 (14 Tch, 30 Fl) | CMB: +16, CMD: 30 | F: +11, R: +9, W: +10 | Init: +3 | Perc: +13, SM +12 | Speed 20ft |
Spells:
6th 3/3, 5th 5/5, 4th 7/7, 3rd 5/7, 2nd 7/7, 1st 7/7
| Active conditions: magic vestment [x2]

I can't see the pests in the roll20 map. How high are they (if they are flying)?


Really? They should be visible now.

They're 15ft up in the trees.


Image Male CN human oracle 12 | HP: 123/123 | AC: 32 (14 Tch, 30 Fl) | CMB: +16, CMD: 30 | F: +11, R: +9, W: +10 | Init: +3 | Perc: +13, SM +12 | Speed 20ft |
Spells:
6th 3/3, 5th 5/5, 4th 7/7, 3rd 5/7, 2nd 7/7, 1st 7/7
| Active conditions: magic vestment [x2]

@Nutar: I believe you wanted to mention Junan instead of Oriol. I'm almost full hp


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Yeah I don't get it either.


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

Ah, correct you are. Apologies I was in a hurry.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Once you've rolled initiative, just place the PCs in a list, in descending order of initiative. Take out the initiative numbers: all you need is the list, which already shows the order now.

Then, every time someone takes damage, include it next to their name with a running total negative number. Put any conditions in a bracket next to their name.

Example:

Round 6 - Bold may go
Big bad ogres [blue -48, red -12]
Kel
Brother
Glaube -16
Mal -35 [sickened]
Dora [blinded]
Thrag

In the example above, the blue ogre has received 48 dmg from the PCs, the red ogre has received 12 dmg; most PCs are ok, but Glaube and Mal have taken 16 and 35 dmg respectively. Mal is sickened, while Dora is healthy but currently blinded.


That's pretty close to what I was trying to do last time. Did it come across okay?


Sorry. Got caught up with some other things I'm working on. I'll have a post up before I go to bed tonight. Almost forgot that I have my PFS game online tonight.


Sorry guys. I'll get my post up tomorrow. I'm just done for the night.


male CG Suli BloodRager 2 (crossblooded) | HP: 26/26 | AC: 18 (12 Tch, 16 Fl) | CMB: 5, CMD: 18 | F: +5, R: +3, W: +0 | Energy resistance (acid, cold, electricity, fire) 5 | Init: +2| Perc: +0 (lowlight) | Speed 40ft | Rage Rounds 8/8| Active conditions: Bleeding

Uthred, as you were made small by magic, wouldn't your arrows revert back to medium once they left your person?


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

"Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them)."

--> throwing axe: regular dmg; bow/crossbow/sling: small dmg. You'll be happy to know that it works differently for Enlarge Person... lol


That's.... interesting.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

For 'Enlarge' Person:

"Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."

--> throwing axe: regular dmg; bow/crossbow/sling: regular dmg (i.e. NOT large dmg) Mind you, your STR is higher, and your DEX is lower... lol!


Well, if you want to re-roll that damage with the proper die, go for it.

I'd honestly never seen that before, though I think that I can understand the reason for it.

Edit: NM! I just realized the difference. Your reduced arrows don't go back to normal when you shoot them. I was confused.:p


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

By the way, am I the only one who cannot see the map on Roll20? any chance we could switch to Google Slides or screen shots on Discord? I think I haven't seen the map since Tuesday now... I'm just trying to go by memory at this point.


Did some research, and a number of people seemed to have had this issue. Not sure if they've found a fix for it yet.

I don't really have any knowledge of Google Slides, so I'm not sure if that's a better option or not.

I can look into some alternatives.

A friend of mine pointed out Foundry to me, tonight. It's another browser-based VTT that seems really nice. Don't know if anyone has any experience with it, as it's pretty new.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Test slide... go ahead... click it and have fun! cut and paste the only skill you need to master for this! lol

Hitting the share button gives you a url link you can just post under your GM alias or at the top of the page here in lieu of your Roll20 link.


male CG Suli BloodRager 2 (crossblooded) | HP: 26/26 | AC: 18 (12 Tch, 16 Fl) | CMB: 5, CMD: 18 | F: +5, R: +3, W: +0 | Energy resistance (acid, cold, electricity, fire) 5 | Init: +2| Perc: +0 (lowlight) | Speed 40ft | Rage Rounds 8/8| Active conditions: Bleeding

My bad, I knew there was some rule like that but forgot it was just for thrown items.


Uthred son of Uthred wrote:

Test slide... go ahead... click it and have fun! cut and paste the only skill you need to master for this! lol

Hitting the share button gives you a url link you can just post under your GM alias or at the top of the page here in lieu of your Roll20 link.

Oh I'm well aware of that much. I've played around with it before, and it just can't do what I want it to do.

I can't even find a way to change the size, shape or orientation of the slide.

I'll tinker for a while, seeing as we have some time between maps, and see what I can come up with.


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

I've found that the images works better than the slides, more customization options.


Sorry. Which images? Google Drawing?


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

Yup, that one. I can do some mock ups if you like!


Wouldn't hurt. Never thought to look at it before. I'll take a peak, as well.


Are you guys moving on? It's already around 8pm, and getting dark.


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

Ah I didn't realize it was so late! Yes we should find a place to sleep for the night. Survival or perception checks perhaps?


Just for future note, I've been trying to keep track of time at the top of the page. There are times that I may not be quite as accurate as 'to the hour', but I'll do my best. :)


Nice stuff, guys. I'll wait until you guys note that you're ready to move on. :)


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

Oriol you have any responses?


Image Male CN human oracle 12 | HP: 123/123 | AC: 32 (14 Tch, 30 Fl) | CMB: +16, CMD: 30 | F: +11, R: +9, W: +10 | Init: +3 | Perc: +13, SM +12 | Speed 20ft |
Spells:
6th 3/3, 5th 5/5, 4th 7/7, 3rd 5/7, 2nd 7/7, 1st 7/7
| Active conditions: magic vestment [x2]
Nutar Sanguyak wrote:
Oriol you have any responses?

Working on it... seriously busy couple days.


I hear ya. TGIF, dude.


Unless someone has more to add, I'll move things along later tonight. Gotta go help with supper. ;)

I'm liking the interactions between your characters. Hoping to see more throughout the game.


male CG Suli BloodRager 2 (crossblooded) | HP: 26/26 | AC: 18 (12 Tch, 16 Fl) | CMB: 5, CMD: 18 | F: +5, R: +3, W: +0 | Energy resistance (acid, cold, electricity, fire) 5 | Init: +2| Perc: +0 (lowlight) | Speed 40ft | Rage Rounds 8/8| Active conditions: Bleeding

I'm good to go. We'll leave cryptic hints revealing background bits throughout the first act.


Oriol has pretty much gone ahead of you guys. Need to know if you're doing something about the supposedly magical snowman, or going around it.


Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^
^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain
Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

Sorry for delay. Been a hectic few days.

Nutar will follow Oriol. His conclusion is that the snowman is mildly enchanted to do a few select things, mostly acting as a scarecrow.

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