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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9059639" data-attributes="member: 20323"><p><img src="https://db4sgowjqfwig.cloudfront.net/images/6108402/Garrett.jpg" alt="" class="fr-fic fr-dii fr-draggable fr-fil" data-size="" style="width: 178px" />With a raspy grunt, <a href="https://db4sgowjqfwig.cloudfront.net/images/6108402/Garrett.jpg" target="_blank">Garret</a> manages to slump his body against a rock as Boy licks at his face. Releasing his death grip on his shortsword, the bearded man tries to speak to Jack, but his parched voice is barely audible, <strong>"Thank you... Can't go... not without others..." </strong>Wincing, he braces his forearm over the bloodied cold weather clothes, clearly suffering a wound along his torso. <strong>"Y-yeti..." </strong>is about as much as he can manage in his present state. Though his eyes, full of despair when you found him, have the spark of light behind them again. Jack can tell this man is in bad shape – wounded, dehydrated, exhausted, with early signs of frostbite.</p><p></p><p>Th<img src="https://www.kassoon.com/site/images/dnd/articles/2pelf2.jpg" alt="" class="fr-fic fr-dii fr-draggable fr-fil" data-size="" style="width: 159px" />en you all hear a sound that makes the blood curdle. It is a yowl that mingles in the space between a mortal scream, a snarling panther, and winter's gale – a sound you thought you'd imagined while at the base of Kelvin's Cairn, now terrifyingly close. Two tiger-sized shaggy white-haired mountain cats leap down upon your party from the ledge above, one launching itself at Jack and the other pouncing toward the vanguard (Aric, Corse, and Russet)!</p><p></p><p></p><p></p><p></p><p>[GM]Your party is surprised!</p><p></p><p>I'm going to post the initiative sequence, then I'll put in spoilers below how my PbP initiative system works.</p><p></p><p><strong>"Surprise Round"</strong></p><p>[USER=6803188]@VLAD the Destroyer[/USER] "Ludo" your steel defender goes first, thanks to its magical vigilance! Then the crag cats will go next.</p><p></p><p>If I'm reading Ludo's speed right as 20 ft (for some reason i thought it was faster, my mistake), then it could move + attack the cat pouncing on the Vanguard OR it could move + dash to get close to the cat pouncing on Jack.</p><p></p><p><strong>INITIATIVE ORDER</strong></p><p><strong></strong></p><p><strong>Fast Group (+3 initiative)</strong></p><p>Aric</p><p>Lumrolur</p><p>Russet</p><p>Zeth</p><p></p><p><strong>Middle Group (+2 initiative)</strong></p><p>Alma</p><p>Corse</p><p>Logrim (and steel defender)</p><p></p><p><strong>Crag Cats (+2 initiative) </strong>AC 13</p><p></p><p><strong>Slow Group (+0 initiative)</strong></p><p>Jack</p><p>[/GM]</p><p></p><p>[SPOILER="My PbP Initiative System"]</p><p>Here’s how my initiative system for PbP works: PCs have fixed initiative scores = whatever your initiative bonus is. Thus, you’re clustered into groups with +3 init, +2 init, and +0 init (just Jack). I’ll let a cluster of players know when it’s their turns & players in that cluster can act in any order they want (i.e. “popcorn” first to post).</p><p></p><p>For monsters, I take their Dexterity mod/save & adjust that with a d8 roll interpreted thus: 1=-3, 2=-2, 3=-1, 4/5=+0, 6=+1, 7=+2, 8=+3. Ties go to PCs.</p><p></p><p>For example, for the crag cats: <a href="http://roll.coyotecode.net/lookup.php?rollid=280613" target="_blank">initiative for a hidden danger: 1D8 = [3] = 3</a> This indicates I subtract 1 from the crag cat's base initiative modifier +3, which gives me +2. This ties with Logrim's steel defender (which for simplicity will always act on Logrim's turn) – since ties always go to the players, the steel defender gets to act first.</p><p></p><p>If a PC ever gets Advantage on initiative, that would just be a flat +4 bonus for them.</p><p></p><p>Thus, you won’t usually need to roll initiative. IME, this really speeds up combat in PbP. Exceptions might be boss fights, silencing a guard, etc. (I’ll ask if a situation might make sense to roll init, but you’re welcome to ask too)[/SPOILER]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9059639, member: 20323"] [IMG align="left" width="178px"]https://db4sgowjqfwig.cloudfront.net/images/6108402/Garrett.jpg[/IMG]With a raspy grunt, [URL='https://db4sgowjqfwig.cloudfront.net/images/6108402/Garrett.jpg']Garret[/URL] manages to slump his body against a rock as Boy licks at his face. Releasing his death grip on his shortsword, the bearded man tries to speak to Jack, but his parched voice is barely audible, [B]"Thank you... Can't go... not without others..." [/B]Wincing, he braces his forearm over the bloodied cold weather clothes, clearly suffering a wound along his torso. [B]"Y-yeti..." [/B]is about as much as he can manage in his present state. Though his eyes, full of despair when you found him, have the spark of light behind them again. Jack can tell this man is in bad shape – wounded, dehydrated, exhausted, with early signs of frostbite. Th[IMG align="left" width="159px"]https://www.kassoon.com/site/images/dnd/articles/2pelf2.jpg[/IMG]en you all hear a sound that makes the blood curdle. It is a yowl that mingles in the space between a mortal scream, a snarling panther, and winter's gale – a sound you thought you'd imagined while at the base of Kelvin's Cairn, now terrifyingly close. Two tiger-sized shaggy white-haired mountain cats leap down upon your party from the ledge above, one launching itself at Jack and the other pouncing toward the vanguard (Aric, Corse, and Russet)! [GM]Your party is surprised! I'm going to post the initiative sequence, then I'll put in spoilers below how my PbP initiative system works. [B]"Surprise Round"[/B] [USER=6803188]@VLAD the Destroyer[/USER] "Ludo" your steel defender goes first, thanks to its magical vigilance! Then the crag cats will go next. If I'm reading Ludo's speed right as 20 ft (for some reason i thought it was faster, my mistake), then it could move + attack the cat pouncing on the Vanguard OR it could move + dash to get close to the cat pouncing on Jack. [B]INITIATIVE ORDER Fast Group (+3 initiative)[/B] Aric Lumrolur Russet Zeth [B]Middle Group (+2 initiative)[/B] Alma Corse Logrim (and steel defender) [B]Crag Cats (+2 initiative) [/B]AC 13 [B]Slow Group (+0 initiative)[/B] Jack [/GM] [SPOILER="My PbP Initiative System"] Here’s how my initiative system for PbP works: PCs have fixed initiative scores = whatever your initiative bonus is. Thus, you’re clustered into groups with +3 init, +2 init, and +0 init (just Jack). I’ll let a cluster of players know when it’s their turns & players in that cluster can act in any order they want (i.e. “popcorn” first to post). For monsters, I take their Dexterity mod/save & adjust that with a d8 roll interpreted thus: 1=-3, 2=-2, 3=-1, 4/5=+0, 6=+1, 7=+2, 8=+3. Ties go to PCs. For example, for the crag cats: [URL='http://roll.coyotecode.net/lookup.php?rollid=280613']initiative for a hidden danger: 1D8 = [3] = 3[/URL] This indicates I subtract 1 from the crag cat's base initiative modifier +3, which gives me +2. This ties with Logrim's steel defender (which for simplicity will always act on Logrim's turn) – since ties always go to the players, the steel defender gets to act first. If a PC ever gets Advantage on initiative, that would just be a flat +4 bonus for them. Thus, you won’t usually need to roll initiative. IME, this really speeds up combat in PbP. Exceptions might be boss fights, silencing a guard, etc. (I’ll ask if a situation might make sense to roll init, but you’re welcome to ask too)[/SPOILER] [/QUOTE]
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