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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Nutar Sanguyak wrote:
Meanwhile I still have about 800gp left and have no idea what to spend it on. Scrolls I guess, if that's available in town?

Spellcasting in town is available up to level 3, so you can get up to that, as long as it doesn't go over the spending limit. :)

Nutar Sanguyak wrote:
I still have almost 400 gold, so if we pool that with our party wealth we could theoretically afford a wand of CLW, although I think that's over the purchase limit of the town, assuming we can't get a partially charged wand. If wand is off the table then I agree wirh 3 potions and the rest on scrolls.

I'm okay with partially charged wands.

Casimir Froeland wrote:
I am however, guessing that Cytillesh Stun Vials are not available…

I would say that something like that would be rather rare on the surface. But if it's something that you want, I'll say that you manage to find a single vial of it, an oddity in the store's back corner.

Just need to know what Junan has planned.

Either way, I'll get a post up today. Do you guys have any idea of how you want to progress?


M Human | HP 17/17| AC: 16, T: 12, FF:14 | Spd: 30ft | Bard (Duettist) 2 | Init +2 ; Percept: +5, Sense Motive: +7 | Saves: F: +5, R: +5, W: +3 | CMB +3 / CMD 13

Partially charged wands- 500/750 = 2/3, thus, 33 charge wand of CLW...

I have 225 gp available (being down 3 stun vials)...


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]
Blaydsong wrote:
Either way, I'll get a post up today. Do you guys have any idea of how you want to progress?

I believe that, IC, we have not seen anything that suggests doomsday is tomorrow. We are obviously on a clock in the sense that if nothing is done, the winter pocket will spread, but I believe we need not to rush back in the middle of the night.

I'd say we spend the night on the Stoat, then make our purchases in the morning and then trip back to the lodge. If nothing has changed since we've left, we could then rest on the lodge for the night and start from there on the morning.


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

Sorry I've been MIA. Just moved into a new house. I'm not really buying much. Buying back my armor, the wand of magic weapon, and the magic sling bullets. Along my old armor for 12.5 gold. Once I get to my computer I'll make a full accounting.


Oriol Argerich wrote:

I believe that, IC, we have not seen anything that suggests doomsday is tomorrow. We are obviously on a clock in the sense that if nothing is done, the winter pocket will spread, but I believe we need not to rush back in the middle of the night.

I'd say we spend the night on the Stoat, then make our purchases in the morning and then trip back to the lodge. If nothing has changed since we've left, we could then rest on the lodge for the night and start from there on the morning.

That's a fair assessment. As you said, you haven't seen/heard anything to denote a timeline, but you have been charged with dealing with whatever threat there is.

Sounds like a plan!

Junan Grajer wrote:
Sorry I've been MIA. Just moved into a new house. I'm not really buying much. Buying back my armor, the wand of magic weapon, and the magic sling bullets. Along my old armor for 12.5 gold. Once I get to my computer I'll make a full accounting.

Glad to know that you're generally doing okay. Gotta be a nutty time to be moving.


Be sure to make the changes in your characters sheets. A new post is up. We're moving on!


M Human | HP 17/17| AC: 16, T: 12, FF:14 | Spd: 30ft | Bard (Duettist) 2 | Init +2 ; Percept: +5, Sense Motive: +7 | Saves: F: +5, R: +5, W: +3 | CMB +3 / CMD 13
Oriol Argerich wrote:

...

Healing Purchase

The 400gp we have set apart to buy healing itens could be used like this:
50gp for a Healer's Kit;
350gp for either 7 potions of CLW or 14 scrolls of CLW, depending on what we have available. My preference would be a mix of the two, like 3 potions and 8 scrolls.
...

Ok, we need to sort this out a bit - Blaydsong has said there are partially charged wands if we want one, so I would suggest getting a 33 charge wand of CLW for 495 gp.

This would revise the above a bit:
50 gp for Healer's Kit (Nutar, Casimir has one already)
495 gp Wand of CLW (Casimir carries)
100 gp 2 potions of CLW (Oriol, Junan)
75 gp 3 scrolls of CLW (Nutar)

This is 720 gp, more than the 400 reserved, but it gives all of us some personal healing and the wand for regular use... Casimir has enough personal cash left to cover the 320gp overage (with 1 gp to spare!)

I don't know if there are any big hit scrolls or such that we might want to purchase as group consumables, but if you have a suggestion, please speak up...


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)

Even after loaning 450gp to Oriol I still have 480gp laying around. As a caster there's really nothing important I can purchase with the 500gp limit, so I'm happy to loan tons of my money and get it back later.

Hmm, GM what about ioun stones? I suppose that cheeky +1 to initiative for 500gp is never bad.

Scroll:
Remove blindness
Lesser restoration
Floating disc
Identify
Color spray (does wonders at low levels like this)
Endure elements


Nutar Sanguyak wrote:
Hmm, GM what about ioun stones? I suppose that cheeky +1 to initiative for 500gp is never bad.

I have no problems with that. Generally speaking, unless it's an item that's probably limited to certain areas, and whatnot, it should be fine. But it never hurts to double check first.


Everyone doing alright? Been a few days since I put the last post up.


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)

Well I suppose for me personally, I want to understand our actions here. Is the plan just to wander into the wilderness and hopefully stumble upon a way to fix whatever is going on?


I'm not sure about 'stumbling', but you've been tasked with finding out what is causing the wintery weather.

Unfortunately, you don't have much to go on but to track where they've been/gone. If you want to try something else, I'm all ears.


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)

Fair enough, tracking it is.


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)

Did/do we have another chance to secure horses? It would significantly impact our overland speed.


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'm considering using a combination of Deadeye's Lore and Nature's Path to help push us along faster.

What's our speeds look like? Nutar is now at 30 feet.


Despite the fact that you guys are following a 'path' of sorts, you're still treated as going through difficult terrain (walking through snow is not easy), so travel is slower than normal. Oriol is still going to be your slowest character (20 ft.), so your overland speed is based off of his.

If you wanted to acquire horses, that is certainly an option. The ones that you found at the lodge were from the Lady's caravan that were stolen to transport loot.

Using spells to improve your travel speed is definitely an option, though keep in mind that you can only affect 2 people with Nature's Path, at this point.
I'm not sure if Deadeye's Lore would affect your travel speed, as it's the snow that is causing you to slow down, not so much being in the wilderness.


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)

Nature's path actually gets 3 people, the target and up to 1 person per caster level traveling with them.

Ah, as for "wilderness" travel it's usually the distinction between just walking through the wild vs following some kind of trail, often talked about in APs like Kingmaker. I can also tell you from personal experience as a hunter that taking a trail is way faster, because if you're just heading "that way" you have to really watch your footing and constantly be looking ahead and making decisions about smaller movements going forward.


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've updated Oriol and cleaned our loot track.

Added the information that Oriol owes Nutar 450gp and that the group as a whole owes Casimir 320gp (the wand).

Make sure you have updated your sheets with the distributed loot as we discussed, it is easy to forget stuff in PBP!

Distribution of Unsold Loot

10 alchemist's fire (since we are fighting ice creatures) - (4 Casimir, 3 Junan, 3 Oriol)
1 climber's kit - (Junan)
1 crowbar - (Junan)
1 healer's kit (5 uses) - (Casimir)
3 oils of magic weapon (useful until we find our own magic weapons) - (2 Oriol, 1 Junan)
1 potion of lesser restoration - (Casimir)
2 scroll of magic weapon (as above) - (Casimir)
1 silk rope (50 ft.) - (Junan)
1 thieves' tools, mw - (Casimir)

50 gp for Healer's Kit (Nutar, Casimir has one already)
495 gp Wand of CLW (Casimir carries)
100 gp 2 potions of CLW (Oriol, Junan)
75 gp 3 scrolls of CLW (Nutar)


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'm all updated! Working on a post.


Nutar Sanguyak wrote:

Nature's path actually gets 3 people, the target and up to 1 person per caster level traveling with them.

Ah, as for "wilderness" travel it's usually the distinction between just walking through the wild vs following some kind of trail, often talked about in APs like Kingmaker. I can also tell you from personal experience as a hunter that taking a trail is way faster, because if you're just heading "that way" you have to really watch your footing and constantly be looking ahead and making decisions about smaller movements going forward.

Ah! You are correct. Misread it the first time. Written a little oddly, to be honest.

Technically, you guys are following a trail, but not in the way that they are describing. Probably wind up treating it that way, anyways, but I'll do a bit more reading on it to see if I can find any discrepancies.

I should also note that the trail is obvious, so tracking isn't really necessary. The penalty to speed is for trudging through the snow, more so than traveling through the wilderness.


Oriol Argerich wrote:
Normally I'd post something about the past days, but with the baby now my time is shorter, so sorry.

I forgot that you had the baby recently! No worries. Do what you can when you can, and be there for the tyke. :)


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)

Agreed, written very oddly.

Nutar can track at full speed with that spell, so he will still track for the time being, in case anything is off or weird about it. Plus it will give them some potential knowledge and what they may be running up against.


Meant to have a post up over the weekend, but wound up playing catchup with sleep. I'll be sure to have something up for you guys a bit later and get things moving.


Apologies. Wasn't able to finish getting my post up, but I'll have it going for you guys. :(

Don't mean to hold things up.


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]

@Blaydsong: Why is Oriol at 0 hp? He and Junan will take 6 cold at the beginning of their turns, right?

Then, he was attacked by the skeleton once and got critically hit. I'm not sure what the crit damage is... have you just multiplied the normal damage by 2? Asking this because extra damage dice (like sneak attack, and elemental damage) are never multiplied on a crits.


Thank you for checking my numbers. You are correct! I didn't mean to, but I wound up including the cold damage when I doubled. Should only be 18 points of damage in total.

Sorry for the confusion. Hard to do math while also trying to do work at the same time. :p


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]

1-2 charges of the wand should so it. This way we save the potions for when the fighters are on their own.

Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8


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 posted in gameplay before I read here.

Feel free to save the charge off the wand, Nutar will use a spell slot to cast CLW, and Oriol you will heal an additional 1 hp.


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 believe we are ready to move.


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]

Not sure if any of you enjoy Magic the Gathering, but THIS guy was part of my inspiration for Oriol (his looks, voice and general behavior).


Nice. :)

I'll have a post up today for you guys. Just woke up, so I'm working my way in that direction. :D


Just wanted to check something with you guys.

Do you like having my rolls in-post (even if they are behind spoilers half the time), or does it tend to clutter things up?

I'm considering switching to doing all my rolls 'off-screen', but not sure what you guys think about that.


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 have no preference, since the dice are already under a spoiler. If they were open, we'd have the chance to inquire if you have remembered ability X and Y, but since it is not, it makes no difference to me.


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 like having the rolls in play. You don't have to have the opponents rolls in there. Just call the spoiler initiative. That way we can see our rolls and make sure all our bonuses are being counted.


That's fair, and I totally get that. I've mostly been considering this change in my PF2 game, but I thought that I'd see whether it would fly here or not.


Hey everybody, I am sending this message on behalf of CampinCarl9127, one of the players in your game. He is sorry for the sudden inconvenience but due to unexpected complications in the midst of moving he is completely without internet. Please bot him as needed. He hopes to have internet access again within the next week or so.


Thanks for the headsup, Litejedi. :)


@Casimir - One thing about your Flagbearer feat. What are you using for your flag, and is Casimir currently holding it?


M Human | HP 17/17| AC: 16, T: 12, FF:14 | Spd: 30ft | Bard (Duettist) 2 | Init +2 ; Percept: +5, Sense Motive: +7 | Saves: F: +5, R: +5, W: +3 | CMB +3 / CMD 13
Blaydsong wrote:
@Casimir - One thing about your Flagbearer feat. What are you using for your flag, and is Casimir currently holding it?

On the longspear & I am currently using the ranger's banner...


Alright. That sounds good. Just wanted to know exactly how you were using it. :)


Anyone else, or shall we just move on?


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

Meant to post earlier but got distracted. My bad.


No worries. I just don't like posting unless I get at least half the players' input. Everyone would be better, but I know that's not always possible.


M Human | HP 17/17| AC: 16, T: 12, FF:14 | Spd: 30ft | Bard (Duettist) 2 | Init +2 ; Percept: +5, Sense Motive: +7 | Saves: F: +5, R: +5, W: +3 | CMB +3 / CMD 13

Sorry, move on. I am slightly confused though. I thought we were trailing the bandits & found Dryden Kepp's corpse. I thought we were going to continue trailing the bandits (rather than either tracking the weasel or back tracking Kepp to this strange hut). Do the bandit tracks lead us to where Kepp laid his traps? Or did I get our plan wrong, and we are back-tracking Kepp?


You have been following the same trail this whole time. You haven't diverted from it yet. It just so happens that you came across the traps.

I just updated, too, so hopefully that helps.


Sorry guys. I was trying to get a post up today, but I can't seem to put two thoughts together.

I'll have something up either tomorrow or Sunday. Hopefully Nutar will be back.


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

Apparently the dynamic lighting doesn't like my phone. I'll move my character icon when I get to my computer.


Boo! :p

Maybe try a different browser?

I just moved you up behind Oriol, for now.

Edit: Quick clarification! The ground is not icy, so you don't have to worry about slipping or anything like that. In fact, the ground is relatively clear of snow, other than a thin layer keeping the ground white. The only ice are the large blocks.


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)

Unless otherwise specified Nutar will follow directly behind the others. My abilities are short range enough that I need to be pretty close.


BTW... forgot to mention previously: Welcome back, Nutar! Hopefully everything went well with the move.

I'll have a post up by tonight. Hopefully Casimir can update us before then.

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