Rax
Dicemaster
Posts: 2,263
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Post by Rax on Oct 25, 2018 13:35:34 GMT -8
Hmm, it seems that Malavar has initiative 10, but I didn't roll for initiative because I thought it wouldn't matter when casting a full round spell. Should I have?
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Post by Daos on Oct 25, 2018 13:48:02 GMT -8
I just used the 10 as a placeholder. You're right, he would have gone at the end of the round regardless of what he got. You can make a normal roll for round 2, though.
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Post by Daos on Oct 26, 2018 13:06:32 GMT -8
Just waiting on Dallion80 to post. Tomorrow is Day Three, so if he hasn't posted by then, I'll NPC him and update anyway.
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Post by Daos on Oct 27, 2018 15:51:56 GMT -8
OOC: Do we roll initiative each round? I seem to recall reading that we only roll once. Yes, I have a house rule that initiative is just rolled at the beginning. Since this is your first battle together, I haven't been enforcing it yet. I know I have a lot of them and didn't want to overwhelm you just yet.
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Post by GreyWolfVT on Oct 28, 2018 16:40:32 GMT -8
my bad out of habit i keep posting a new init each round.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Nov 4, 2018 13:24:16 GMT -8
No need for Malavar. He mostly makes small talk to try and get to know Taska a little better. His impression so far is that she's an ex-pirate or at least an ex-smuggler, neither of which he finds immediately problematic. Though if she were to let slip that she's ordered or been involved in any atrocities (killing prisoners, slavery, and such), that would be another matter.
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Post by GreyWolfVT on Nov 4, 2018 13:42:58 GMT -8
Pretty much the only thing Drezden was going to do was ask about the frost people where they are from and so forth. Other than that not a lot i wish to play out.
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Post by Dallion80 on Nov 5, 2018 6:18:15 GMT -8
Dallion is memorizing Armor again
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Nov 7, 2018 10:15:28 GMT -8
Are we adopting Krah? It feels like we're adopting him.
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Post by Daos on Nov 7, 2018 15:32:15 GMT -8
Looks like.
This whole thing is a result from a random encounter. It reads:
"7—Frost man. This magical human-like being is curious about the group and he stays on the camps outskirts at night trying not to be noticed. If not chased off, hell follow the group until they reach civilization. He'll run off if threatened, though this means the PCs lose a potential future ally."
And that's it, followed by a stat block. First, I had no idea what a Frost Man was. I thought it was a reference to an ice genasi or something, but it turns out it's an actual race that appeared in 1E's Fiend Folio. Second, the encounter was pretty vague and I didn't know what to do with it, so I decided to flesh him out, give him a name and class, and make him recruitable. I also gave him a quest by using a different random encounter. Thus, was Krah the Frost Man Barbarian born.
Krah can possibly become a henchman later on in the game.
By the way, I forgot to ask what new spells the casters want. Dallion says he wants to memorize Armor again, how about Malavar? Same spells as before?
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Nov 7, 2018 15:40:26 GMT -8
Yeah, I was surprised when a frost man turned up. I was fairly certain they were never updated to 2e. If there's a stat block in the module I imagine it's the only official version in existence for 2e.
As for spells, the same will do, though I'm considering whether it might be a good idea to switch one spell out for a detection or travel friendly spell of some sort. Mind if I get back to you on that?
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Post by Daos on Nov 7, 2018 15:46:52 GMT -8
You may be right. I certainly couldn't find any other 2E sources for them. Which is probably why I've never heard of them before. I did find some 3E material on them, but that's it. Sure, no problem.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Nov 8, 2018 10:40:56 GMT -8
I didn't find any hugely compelling alternate spell choices, but just for funsies, please switch out protection from evil for endure cold/endure heat this time around. Other spell choices remain the same.
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Post by GreyWolfVT on Nov 8, 2018 14:59:19 GMT -8
I am finding Frost Man is in Kara-Tur apparently for 2e. Well it's listed as Frost Barbarian so it might be the same thing.
Frost Barbarian
The frost barbarians are warlike tribesmen who live in primitive villages in remote, mountainous arctic regions. They are short and stocky, with matted hair and beards, and chalky skin. Though they speak their own language, tribal leaders usually are conversant in the trade language.
Frost barbarians ambush and attack anyone who ventures within 20 miles of their villages. Small barbarian groups occasionally travel far from their homes while hunting. Most often, these barbarian hunters also attack everyone they encounter, presuming them to be competitors for the same game.
Frost barbarians are armed as follows: club (30%); spear (20%); stone axe (20%); stone axe and spear (20%); long sword (10%). All wear heavy furs, which give them an effective AC of 9. Frost barbarian leaders wear leather armor (AC 8) and carry long swords and stone axes. The arctic animal furs worn by frost barbarians, along with their naturally pale skins, makes them nearly impossible to see against the snow and ice. This camouflage gives their opponents a -5 penalty to surprise.
For every 20 tribesmen encountered, there is one 3rd level barbarian. For every 40 tribesmen, there is a 4th level barbarian. As the numbers increase to 80 or more, a tribe includes one 7th or 8th level barbarian. All other tribesmen are 1st level barbarians. The highest ranking barbarian serves as leader.
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Post by Daos on Nov 8, 2018 15:32:54 GMT -8
I think the difference is that Frost Folk have a frost cone attack.
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