GM ShadowLord's Reign of Winter

Game Master The Rising Phoenix

Reign of Winter
Book 3: Maiden, Mother, Crone
Maps
Loot Sheet


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Also, thinking we've lost both Ashling and Callix....neither have posted in their main alias or in their other campaigns , or this one, since February.


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HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

Yeah, I've been watching for them to show up. I'd really hate to lose them; this game just wouldn't be the same.

Hopefully it's just a little life that's happening, and they'll be back with us shortly.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

We can use divination magic to know who is trapped inside or whether it will be a good action to break the gem or not. I lean towards open it, just out of curiosity.


M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

Sooo. Can we assume Letita has done her errands or do we need to RP that out?


M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

Are we all still here? :)


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

Still around. Busy weekend


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Woops, I somehow missed the posts in Gameplay. Thanks Llewellyn!


Sorry guys, RL is kicking me in the ass right now. I'll try to get back to regular posting soon.


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

Glad to see you're still around, even if life is tough ATM.

Only thing is, still no sign from Callix or Ashling. Would you want me to reach out to some people to see if anyone would like to pick up these characters? I think at this point in the story I'd rather someone try to fill them rather than coming in with all new characters.

Let me know your thoughts.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Has anyone tried to reach to them? Maybe they have just disconnected a bit while the campaign is on halt.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Hello! Everyone doing ok? Any news from Callix or Ashling? Do you need anything from us GM?


Hey guys,

About ready to re-join the boards, got some of my RL stuff sorted out finally.

hopefully you're all wanting to continue!

Echo-ing Samuel, any peep from Callix or Ashling? Letitia, any word from your friend's who might want to pick up their characters?

Thanks
Al


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

I never got an answer so I never reached out to see if anyone would want to take Callix's and Ashling's roles.

Glad you're back! I can do that in the next day or two.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

I am fine to try that, though I would suggest to give them the chance of just creating their own characters. I think it will be better in the long run!

I am sure we can figure out an explanation to leave Callix and Ashling aside and stumble with a couple new adventurers in this plane motivated enough for our mission. Maybe some adventurers trapped here, perhaps even on quest given by Baba Yagga also :)


Yeah, we can give them the option. I can figure something out!


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M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

Can always have an accident with a temporary gate/portal. It's magic, it can do anything.


ANy word back from your friends, Letitia?
Otherwise, I'll recruit a couple new bodies...


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

I've put out the call. So far, one has expressed interest although is currently on a vacation so could not start for a couple weeks.

I'll let you know if there are any others interested


Hello, I'm the one (Although I'm currently in florida to visit theme parks and therefore not posting as much as normal). Now I've been given the game link I'll spend some time reading through and try to get a sense of where y'all are.

Assuming that you're willing to have me are there any preferences about characters? I have one whacky idea but I'm open to trying g one of the lost characters or I could play my character who made it to the end of RoW book 4 before her game died. Lots of options!


Hey there,

We're playing together in Itzi's Jade regent...though I'm a bit tardy in returning with Shunsen!

You're welcome to either of the lost characters or one of your own. I have a mechanism in mind to bring you into the fold if it's the latter. Given the nature of the Hut, whacky just might work as well :)

Cheers, Al


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Welcome Nikolaus! We just lost our two frontliners so anything able to stand in front of danger without easily dying might come handy here.

Though, really, just play whatever you feel for, as long as it remains interesting for you in the long run, we will make it work :)


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

Checking on the state of this game. It got moved into inactive status.


Sorry about that.
I realized we can continue while we wait for the newcomers.


|HP: 194/194 | AC: 30 | F: +23+, R: +20+, W: +21 | Nature +17, Acr +18, Perc +19 [21 for init], Med +23, Ath +25, Stealth +24[26 for init] | Speed 30ft | KB +22, 3d6(+5), 60ft. | HeP: 1/1 | Active conditions:

Hi Everyone, (this is Nik)

I'm back home and working on crunch (profile is a WIP) but a question came up I thought you guys could help with.

How are you doing HP? I can see there's a roll but I'm not sure what the exact rules are!

Looking forward to joining you.


Hey Nik...

Now , I had come up with a fancy-pants way of bringing in the two new characters, but the more I thought about it, the more it seemed like I was forcing it a bit too much.

In the interest of getting going sooner than later, how about we just replace Callix and Ashling with the two new characters as if they'd been there all along....as if we'd shunted into a parallel universe :)

Easy peasy! If you approve of course!

Thanks
Al


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

Um.

>Raises hand<

This is a game and therefore there has to be some form of suspension of disbelief to ensure the players come together. I'm not going to mind some level of "forcing" it to get the game going with the new players brought in.

Saying that because I'm not super crazy about just assuming Callix and Ashling were never there and the new players have been with us the whole time.

But that's just me.


One vote no is a veto! Fancy it is! ;)


|HP: 194/194 | AC: 30 | F: +23+, R: +20+, W: +21 | Nature +17, Acr +18, Perc +19 [21 for init], Med +23, Ath +25, Stealth +24[26 for init] | Speed 30ft | KB +22, 3d6(+5), 60ft. | HeP: 1/1 | Active conditions:

Given where you all are in the plot - perhaps we're already at the Mandate? The (unexpected) result of a prisoner exchange or something similar? Itzi and I have a (very rough) outline of our personal history but nothing on how we become part of the game yet!

HP: 9d12 ⇒ (5, 11, 2, 11, 1, 12, 11, 12, 5) = 70

So, do I keep all these rolls or are there rerolls for the low numbers?


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

I went back and checked; looks like we've been doing the 1/2 hit die plus one. That means that even with your low rolls you're above the baseline.

Welcome, by the way!


|HP: 194/194 | AC: 30 | F: +23+, R: +20+, W: +21 | Nature +17, Acr +18, Perc +19 [21 for init], Med +23, Ath +25, Stealth +24[26 for init] | Speed 30ft | KB +22, 3d6(+5), 60ft. | HeP: 1/1 | Active conditions:

Thank you! :)

Samuel has been rolling all the way through (I did my best to figure out the due diligence before I came asking questions) and has helpfully linked to each of the dice rolls! He has a bunch over 6 and then a few unlinked 6's - which I'm assuming are 1/2HD + 1 as you said.

Given that I think I should get: 7, 11, 7, 11, 7, 12, 11, 12, 7 = 85 ?


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Sorry for the delay, I have been on holidays and had way less time to post than expected.

Natalya 'the Firebird' wrote:

Hi Everyone, (this is Nik)

I'm back home and working on crunch (profile is a WIP) but a question came up I thought you guys could help with.

How are you doing HP? I can see there's a roll but I'm not sure what the exact rules are!

Looking forward to joining you.

GM Red wrote:

at level 1 you will gain your full hit dice plus con. every level after first, both the GM and player will roll the hit dice, use the higher of the 2 rolls.

It is at the original recruitment thread. But at the end the GM was not rolling so the tradition has become to roll or get the HP/2 + 1.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

As about Natalya joining the party, how about that red, swirled rock Natalya cherished as a child was one of the trinkets used by the hut or some other magical device linked to the hut?

The Hut could have recognized it and while using the rock for the teleportation, it magically pulled Natalya over with us.

This ties her past into the present: the thing that marked her childhood now sets her on this path. This gives her a reason to believe her phoenix patron wants her to fight the eternal winter, and see herself as being drawn to us as fellow wanderers chosen by destiny.

Should not bee too difficult to find a way to pull her on our way.


Natalya is just a placeholder profile, Samuel. I'm working out the background and intro for the two new players. Good idea tho! :)


|HP: 194/194 | AC: 30 | F: +23+, R: +20+, W: +21 | Nature +17, Acr +18, Perc +19 [21 for init], Med +23, Ath +25, Stealth +24[26 for init] | Speed 30ft | KB +22, 3d6(+5), 60ft. | HeP: 1/1 | Active conditions:

Natalya is the profile but not updated to current crunch. I love the idea regardless! :D


HP: 60/60, 15 thp, AC 17 t:12 ff:16, f+6 r+6 w+11; Resist Cold 5; Perc +20, init +1, Fly 8/10, Active: mage armor, 3fold (elderly), see invisibility Heal hex: S

We still have a handful of quests still left back in the Dancing Hut. By my recollection, we have:

- Freeing the treant

- polymorphing Syvet the wolf-in-sheep's clothing

- harvesting the rare herbs and flowers

- deciding whether to free the soul trapped within the gem.

I don't believe the treant can be rescued at this point, but everything else is within our capabilities. The rare herbs are just pure treasure I think, and can be sold/traded for their gp value or used as components for spells and crafting materials.

I think all we need to save Syvet is for me to cast the spell and have it fail. That can be done with a night's rest for Letitia and a couple (hopefully low) rolls by the GM.

Letitia's (irrational) motivation:

The psychological reason why Letitia is so obsessed with saving Syvet is because she'd failed one queen of Irrisen; now she's facing the familiar of another former queen. If she can help this one out, subconsciously she feels that she can redeem herself.

Plus, there's the ongoing mystery of what happens to the former queens of Irrisen, so Syvet might still have more information once he's fully lucid.

In the interest of pushing us along to meet our new players, I suggest we say we did those things (resting, harvesting, and casting), then get back outside the Hut and moving toward the siege of Spurhorn.


M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

Do we have any divinations to know if freeing the the soul in the gem is a good idea or not?


Still waiting for the two new members to finialize their profile/background etc, so there's time to take care of those other activities if you wish.


|HP: 194/194 | AC: 30 | F: +23+, R: +20+, W: +21 | Nature +17, Acr +18, Perc +19 [21 for init], Med +23, Ath +25, Stealth +24[26 for init] | Speed 30ft | KB +22, 3d6(+5), 60ft. | HeP: 1/1 | Active conditions:

Right then, we're ready I think. :)
Naty is fully statted and ready to go at least.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Oh, the gem, yes! Actually, that could be another way to introduce the new players. We break the gem, and they were trapped inside, trying to do the same quest as us :P

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