GM Deuce's Mythic Reign of Winter

Game Master A_Deuce

Current Map Loot Sheet


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Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Oh well


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Take it easy Deuce, we'll be here when you get back!


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Glad to see you back Deuce! I hope all went well!
Raises a mug in toast to the awesome GM


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Thanks for the update Deuce, I hope you're doing well after the surgery.

I could be wrong but I kind of feel like killing a creature with a spell is an offensive action. Would that break the creature's invisibility?

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Yes, death knell is a spell that damages a target, so unless the caster has improved invisibility, he emerges.


Campaign Map RoW Loot Sheet

Thanks all. I broke my nose playing hockey and had to see a plastic surgeon for reconstruction. Basically I had a nose job to end up looking the same as I started.

I went back and forth on whether or not I should have death knell break invisibility several times. I settled on no because the bandits were all on the same side and the phraseology of "Exactly who is a foe depends on the invisible character's perceptions." My thoughts were that they are all on the same side so it wouldn't break.

That being said, I'm open to the idea that I'm way outside the normal interpretation for that spell, especially because it is one that PC's don't often use. We can have death knell break invisibility if that is more appropriate.

Opinions?


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

For myself, I think the part about foes being subject to the invisible creature's perception has more to do with the area of effect clause. From my perspective, if you're casting a spell with the sole purpose of killing another creature, it's hard to justify it as anything other than an attack.

That said I see your point. I'd be cool if you want to retcon him casting something else?

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

I think being an ally doesn't apply as this spell is killing the target.if we followed you above interpretation, then if he stuck an ally, the invisibility would still be active as he does not perceive him as a enemy. Which is a little silly.

If you attack someone, anyone, the invisibility drops. This applies to melee and missle attacks, and spells that damage or detrimentally affect targets. Spells like charm, heat metal, ray of enfeeblement and death knell. At least, that's the way I see it.


Campaign Map RoW Loot Sheet

Part of the strategy laid out is that Rhokar specifically casts Death Knell, so I'll put him on the map when I am at a real computer.

I wanted to paint the whole thing as more obviously evil and that the bandits knew they were in league with a necromancer/death involved caster. I think I stepped a little outside of most people's comfort zone on that one so I will fix it.

Deuce


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

For me at least you're still well within my comfort zone, I get that they are willingly associating with a necromancer and might accept that something like Death Knell is possible. I think it's good flavor.

I just disagree with the interaction between that spell and invisibility. That said, it's your game, mate. If you just want to rule this is how it works, I'll not be put out.

Though if he is going to show, I'll most likely be changing my actions.


Campaign Map RoW Loot Sheet

One minor thing: It's *OUR* game, not just mine. The caster will be visible in just a moment.


Campaign Map RoW Loot Sheet

We're now in one of those situations not covered well by the rules.

Rhokar has a scroll. Scrolls should be usable when prone without issue, but they are subject to disruption. So, I had him make a check with no additional penalty from the trip. Good/Bad/Ugly?

I'm trying to avoid eating 2 AoO's right now, but that is the other option.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

I'm not really sure what the issue would be? The trip happens before he attempts to cast so it shouldn't disrupt anything.

As long as he already had the scroll in hand he should be fine.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

I thought Rhokar had failed his concentration check to cast defensively from the scroll. He rolled a 15 no? The DC is 15+double spell level...

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Can you cast defensively from a scroll? I though as an item it just triggered the aoo and that was that. No concentration check needed.


Campaign Map RoW Loot Sheet

That's why I asked the question earlier. Now I see why there was a lack of controversy, I don't think I asked correctly.

There are two facets to casting a spell (which reading a scroll closely follows):
- concentration/casting defensively
- casting through damage

My point earlier was more about casting through damage as Rhokar was tripped. In that case the DC should be 10+damage+spell level, which in this case is 13.

Now that I go back and read rules again (with the additional benefit of no pain medication and some additional free time), I also agree there is not a way to avoid some AoO's. I'll retcon in some AoO's from Rikael, Sildur, and Thorn.


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

...and Sturion? :p


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Good point. Longhammer and all.

I'd be surprised if this goes on much longer. Getting tripped really puts a cramp in your fighting style.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Actually I'm fairly certain you can cast defensively from a scroll as it's spell completion. However, with the DC being 15+spell level, Rhokar would have failed.

The way I see it, you can either eat the AoO's or have the scroll fizzle. It's really up to you...

I'm kind of confused about the trip however. Thorn's trip was made on his turn wasn't it? The casting through damage rules only apply on damage you take as a reaction to casting the spell, like from AoO's. I don't see why you would have had to roll in the first place?


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

To Clarify, I tripped Rhokar on my turn. Don't see why there would be a need to make a concentration check other than getting hit on by every other else for the AOOs.

I think it's fine for now and I suggest moving on.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

I'm mostly waiting on your guys, something tells me the remaining skeleton isn't going to be alive by the time we get to Dru and myself :P


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

I think that will do it! Nice shot Sturion!


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

I certainly hope so...and thanks. :)


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Sorry Rikael, I somehow missed that you are down to 1 HP. Unfortunately, that was my lat CLW. Agatha, do you have any curing left?


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

As had I, we seem to be taking quite a beating lately...hopefully we can find some outside healing among the supplies here.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Yeah, I'm really hoping for a couple of healing potions or something. Besides Urga, I can rage for a couple more hp, so I rather you heal up first.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

No I'm out of cures I'm afraid. I can treat deadly wounds for another hp if we are safe. Also aren't we about up a level (hint hint)


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Cool, I say we leave the basement for last. Search the above ground floors first, including the outbuilding. Being locked from the outside the trapdoor provides no threat. I'd imagine Rhokar has the key.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Aside from the big ticket items, I'd suggest we throw the shortswords, scimitars, shortbows and crossbow on Tom, leaving the armor and shields here, sound good?

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Well we are tapped out for spells, so I think we will be resting here. Once we have explored it, of course.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Looks like it, stupid necromancers and their aversion to healing magic...


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

I'm thinking I may need to get a cart for poor old Tom... ;)


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

lol. Raid teh pantry for food and let's have a decent celebration.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

I know right? It's party time, Rikael style!


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

It's actually only about 50lb Sturion. You can't tell me a dwarf picked a mule with a weak back? :P

And yes yes, party. But with people on watch and only after we check everything. I am excitedly hoping the lady Argentea can join us though :)


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

There will be more. ;)

...besides...we need a second keg. :p


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

I'm beginning to feel like what we need is a second mule :P


Campaign Map RoW Loot Sheet

So, I'm not sure where you all want to go from here. Most/all of the adventure items from the AP are taken care of. We could continue to RP this out, but I don't want to let things get too bogged down it's not really interesting to everybody.

Here is what I think is left to do:
- Decide what to do with Penny
- Decide what to do with the Fey upstairs
- Decide if you are going to take Lady Argentea back to Heldren or if you want to press on as you are.

There really aren't any right or wrong answers here. I will admit that I have a minor preference for you going back to town before you achieve level 2, but we could do it overnight in the lodge as well.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

How many days are we out from town at this point? Three or so if we're able to travel straight through?

Given our pace lately I'm happy to speed through things a bit.

If we do go back I suggest we bring Penny with us to Heldren.

If we aren't going to press on I think we have to kill the fey, I'd rather not have it with us if we're attacked on the way back, what do you guys think?

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Lets go back to town. We can sell our gear, get rewarded, maybe level 6p. And we can take the fey and hand him in to justice. No alignment hassles


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

This is going to all games I'm involved in.

My mum has just being warded and it is a critical time for all of us. My posting will be affected as I maintain virgil over her witing for teh doctors to dignosed what's wrong with her.

Bot me as needed or If I'm the GM, this game is on hold for the moment. My apolgies for the inconvenice.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Don't apologize for that, look after your family.
best wishes.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Best of luck Thorn, I hope she's soon on the mend!

I'm alright with that plan Agatha.


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

The plan works...even for Sturion.

...and best wishes, Thorn.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Same. Good luck Thorn, and Rikael is ok with the plan. Having the fey captured will be good evidence in case the town won't believe the danger it's in.


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Good luck Thorn.

I agree, let's go back to town.


Campaign Map RoW Loot Sheet

Yes, Thorn, do what you need to do and we'll handle the rest. Family first and I hope your mom comes out of everything OK.

Glad to see everybody is on the same page about moving on. You can gather up the fey, Penny, and the Lady Argentea and move as a group. It should only be a half to 2/3rds of a day to get back to Heldren.

I'll get a summary post up tonight.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Really? It feels like we traveled a lot further than that...though it was a while ago. Guess the encounters were a lot closer to each other than it felt.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Did we ever actually find a cart for Tom? If we did I have a better idea for the fey actually. We should stuff it's cage in one of the chests we've found and just load it on the cart. Provided of course that the cage isn't too big?


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

We found a cart?

I missed that.

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