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DM Cobalt's Unshackled City

Game Master Craig Mercer

Our heroes are based in Cauldron, the northernmost city in Varisia. There they try to survive missions for the city, intriques, and maybe even save the world... or maybe not.


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HP 35/36, AC 11/11/10, F+5, R +1, W+2 Init. +1, Perc. +9

I've been obsessing about the dragon disciple for awhile now, but level 3-4 is as high as I've gotten with a character so far...


Female Human (Varisian) Bard (Sound Striker) 3; HP 23/23; AC: 15, T: 12, FF: 13; CMD: 14; Init +3; Percep +5

Here's the dragon disciple from the other PbP that I'm in: Hurgah the Reaver

He's a Half-Orc Barbarian (Invulnerable Rager) 4 / Sorcerer (Red Dragon) 1 / Dragon Disciple 2.

He's quite scary.


HP 35/36, AC 11/11/10, F+5, R +1, W+2 Init. +1, Perc. +9

Wow...when buffed, that guy is nasty!


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

Forgot to do the looting of the gobos with all of the re-recruitment. What did we find and how should it be split up? With half the old party gone and the caravan involved in the fight as well, how should the loot be divided?


Being goblins, they don't have much, and their gear is makeshift and pieced together out of scraps.
The hobgoblins are different though. The archer had a masterwork longbow, a longsword, studded leather, and a potion.
The wolf-riding hobgoblin had a masterwork longsword, a longbow, and studded leather (he had drank his potion).

Shadow Lodge

HP: 24/24, AC: 14, T: 11, FF: 13, F: +4 , R: +2 , W: +6, CMB: +4 , CMD: 14, INIT: +1, Perception: +7, Male Human Cleric 3

I do not require any of this, you are free to have (or sell) it, my friend.


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

Darian and Terra should each take a longbow as a backup ranged weapon. Terra can have the longsword (as an elf I think it's pretty much required)

The rest we can sell and split. If Soth doesn't want his share maybe we can take it as part of pooled money toward a wand of cure light.

Shadow Lodge

HP: 24/24, AC: 14, T: 11, FF: 13, F: +4 , R: +2 , W: +6, CMB: +4 , CMD: 14, INIT: +1, Perception: +7, Male Human Cleric 3

That's a very good idea.


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

I'll be out of town for a week starting tomorrow. I'll be able to post from my phone but it will be less frequent. Don't let me hold up the game.

Shadow Lodge

HP: 24/24, AC: 14, T: 11, FF: 13, F: +4 , R: +2 , W: +6, CMB: +4 , CMD: 14, INIT: +1, Perception: +7, Male Human Cleric 3

Just for ease on both the GM and for healing, would everyone mind placing there HP, AC, and Saves (and any other common info) on the Race andClass section of their charactr sheet so it apperas next to the avatar. It helps a lot when combat starts to have an idea without needing to open up the character sheet.


I've been trying to get some sort of picture of Cauldron to put up.
And while there are good pictures to be had, they all seem to be protected pdf's. I might have to just make up my own map again.
,sigh. So many good pritures, and unable to use them.
I'll get something up though.

Shadow Lodge

HP: 24/24, AC: 14, T: 11, FF: 13, F: +4 , R: +2 , W: +6, CMB: +4 , CMD: 14, INIT: +1, Perception: +7, Male Human Cleric 3

I think I have one I can email you, or post up on Imageshack, just let me know


OK! I have both a picture of Cauldron and a map of Cauldron in the Campaign Info section.


Female Human (Varisian) Bard (Sound Striker) 3; HP 23/23; AC: 15, T: 12, FF: 13; CMD: 14; Init +3; Percep +5

Awesome maps and picture!


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

masterwork longbow
longsword
studded leather
potion (most likely clw)
masterwork longsword
longbow
studded leather
2 Hob Goblin Ears
?# of goblin ears.
?# of goblin dog ears.

Assuming that the wolf was a normal wolf, the wolf ear is probably not worth anything. Terra would recommend taking the hob goblins and the goblin dogs ears as well, encase they also have bounties. Worse case scenario, we throw them away latter. There might be bounties on them as well. How many did we get?

Terra will take the regular non-masterwork longsword if you guys want, but I she EVER uses a melee weapon, something has horribly gone wrong.

Spellcraft 1d20 + 9 ⇒ (15) + 9 = 24 (to identify the cure light wounds potion while on the road)


Terra, Soth-Loren, and Darian: You're in the city now. Please do something, such as some of the ideas you've had, or ask someone fro directions, or... well, something. I'm waiting on you and your actions.

Emyralda, Felix, and Taravel: I'll get to your Harrow reading soon, although I may take some time.

Terra: Yes, that should idntify the potion.


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

DM Cobalt:
DM Cobalt wrote:

Darian

As you look through the shelves of books on philoshopy, you encounter a tall man also reading through a volume. He notices you, and replaces the book back on the shelf before turning toward you.
He is a tall man, almost too thin, dresses in a colorful robe with a fur mantle across his sholders. Mystic symbols are set into his robe, and all his richly appointed accessories are also similarly incribed. Rings decorate his long fingers, and talismans and amulets are around his neck. His pale blond hair frames his thin face, and when he smiles at you, his almost too wide smile looks like it contains has far more thin teeth than it should (although a closer look counts a normal number, it must be only how wide he smiles).

"An adventurer you are, from the looks of it, and new to the city too, if I am not mistaken," he says in a suprisingly deep voice. His deep black eyes seem to bore into you as he strokes his thin but long goatee, still toothily smiling. "May I inquire as to your name, sir? I do have an interest in adventurers, you see. A great interest."

Is it a good or a bad sign that I was listening to Dancing Mad when I started reading this post?


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

Terra is planning to write the following spells into her spellbook, in the following order:

Bull Strength, Invisibility, and Glitterdust.

It is 40 gp to write a spell in a spell book, and there is usually a fee four using another's spell book, and it is usually 1/2 the writing price, which is 20gp in this case. However, the academy has charged us a 1 gp entrance fee, and seems to let us come and do what we want. So should I be spending 40 gp per spell, or 60 gp per spell?

If it is 60gp, then Terra does not have the funds yet to scribe glitter dust. It will take Terra 4 or 6 hours to scribe the spells.


Terra,
Actually, because it isn't exactly a spellbook (or books) you are using, the cost is only for writing the spell into your book. The cost is 40 gp.
But it also takes longer (1 hour a level instead of 1 hour total) and requires a spellcrafting roll of 15 + spell level to do correctly (just as if you were copying out of another wizard's spellbook). The other limit (which I didn't mention and won't affect your spell choices is that only the more common lower level spells are able to be found this way (5th level and above are rarer to find information on, and only Core rulebooks spells can be found in the library).
But, as this is an Academy, scrolls can be purchased here, and wizards may be found who will allow copying of their spells here also.
By allowing common low-level spells to be found and used so easily, the Bluewater Academy wants to make wizards think favorably of it, and support it.


Just so you know and I don't derail anything that you might be planning, but I am laying down groundwork and foreshadowing for future adventures. I'm not pushing any plots that have to be done right now, so do what you want to do.


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |
DM Cobalt wrote:

Terra,

Actually, because it isn't exactly a spellbook (or books) you are using, the cost is only for writing the spell into your book. The cost is 40 gp.
But it also takes longer (1 hour a level instead of 1 hour total) and requires a spellcrafting roll of 15 + spell level to do correctly (just as if you were copying out of another wizard's spellbook). The other limit (which I didn't mention and won't affect your spell choices is that only the more common lower level spells are able to be found this way (5th level and above are rarer to find information on, and only Core rulebooks spells can be found in the library).
But, as this is an Academy, scrolls can be purchased here, and wizards may be found who will allow copying of their spells here also.
By allowing common low-level spells to be found and used so easily, the Bluewater Academy wants to make wizards think favorably of it, and support it.

It is normally 1 hr/spell level. they are all 2nd level spells, so two hours per spell is 6 hours plus any extra time you think it should take. Unless of course your house ruling spell scribing times, then nevermind...

Spellcraft 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft 1d20 + 9 ⇒ (12) + 9 = 21
Spellcraft 1d20 + 9 ⇒ (17) + 9 = 26

well, bull strength is too elusive apparently. Summon monster is the 4th sppellcraft check.


Terra, the longer time is because you are almost researching a spell, instead of just copying a spell written out. If you find a spell book to copy spells out of, then it takes only 1 hour, as normal.
And any extra time is already counted in the time calculated, so it will be 6 hours.


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

Ok, Sounds good.


HP 35/36, AC 11/11/10, F+5, R +1, W+2 Init. +1, Perc. +9

Can i attempt to aid her in copying theBulls Strength spell? Not sure if the aid another action would be applicable here.


Maybe, but the roll she needed was 17, and she only got a 13. She has to wait a while before trying it again.


HP 35/36, AC 11/11/10, F+5, R +1, W+2 Init. +1, Perc. +9

Ah, gotcha. It wouldn't do any good then...


Soth-Loren, I hope my small discussion helps explain why the High priests weren't raised. Politics and rivalries interfere. The temples don't co-operate much.
Plus, if the High priest has gone to their reward with their god, would they really want to come back? Would they have the same need as adventurers to return (adventurers usually having unfinished business to get back to)?
Not to mention that an assassin (who is still out there) has killed the High priest twice. How many times to you want to raise them just to have them die again?


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

"...and so the fighter hung out in the library with the BBEG..."

I've been gaming a long time. That's new.


I'm glad you like it.
General Kefka:"Oh Terra, I have a surprise for you! Would you like a magitec walker? Heh, heh, heh!"


Just a few other places in Cauldron you should know about (or at least know of):

Skie's Treasury: Magic item shop. She carries a selection of magic items, and will buy items. Special requests have to be built (and special magic arms and armor will involve Gurnezarn's Smithy).

Weer's Elixers: Potions, potions, and more potions.

Tygot's Old Things: Objects d'art, old books, and occasionally some odd magic item.

Westkey's Map Emporium: Maps and mapping supplies (and transcription of maps). Anything from a map of a village to continental maps.

Zanathor's Provisions: General store for most expiditions and adventurers.

You don't have to go to these places anytime soon, but you should know that they are there.


I should get a list of the main shops and places posted this week (I have to write them all down, and that takes time).
As far as I know, goblin-hunting is still the choice, but Soth-Loren and Emyralda might have information to change that. Discuss what you want to do here, and I'll take it from there.

Grand Lodge

Male Half-Elf Urban Ranger 3, HP 28, AC 16, CMD 18, F +4 R +5 W +4, Init +4, Perc +10

Felix was hired to track and hunt goblins, and seems set on that


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

Also voting for goblins. I want to finish what we started.


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

1 more vote for Gobs!


HP 35/36, AC 11/11/10, F+5, R +1, W+2 Init. +1, Perc. +9

I am just along for the ride! Killing goblins sounds fun to me, though.


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

well aren't we just a merry bunch of psychopaths. Wheee, killin'!


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2
Terra Crux wrote:


Darian, how did you make your text green?

.

.
.

Magic :)
.
.
When coding your Dice rolls you can add text like this:

[ dice=whatever ]

and it looks like this=

Teach Terra Dice Formatting Check: 1d20 ⇒ 10

Grand Lodge

Male Half-Elf Urban Ranger 3, HP 28, AC 16, CMD 18, F +4 R +5 W +4, Init +4, Perc +10

Hey guys, Im switching internet providers at my house, so I should be good to go by tommorow afternoon. I'll catch up soon


Sorry, Soth-Loren.
It was a good idea, and he might have surrendered, but the little goblin just blew his roll. Then he made his roll to stand and fight instead of running off.
And then to add injury to insult, he hit you. What a set of rolls!


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

Honestly, I thought it was kind of funny. Psycho little bugger.


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

If applicable- handle animal: 1d20 + 6 ⇒ (13) + 6 = 19


Darian, Soth-Loren, and Terra,
Do I really have to have you roll an int check to figure out what their big bosses are?
Which, of course, would tell you what that word is in goblin...


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

It's that g%+#@$n casino from the beginning isn't it...


No.
It just means recalling what you fought other than goblins last time.


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

Hobgoblins? Ugly dogs?


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

It's an illusion. Couldn't you make it look like it's doing whatever you wanted?

If you made an illusion of a doppelganger, couldn't you make it look like it was shapeshifting?


As for illusions, in this case, I would say that you could change the image, but that would give a saving throw (at a bonus) because it is obviously an illusion. And making the save reduces the image to a translucent outline.
Then again, it is a goblin; it might still fail the save.


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

Ahh! My Campaign profile was not updating my on the posts here in discussion! Sorry about that!

Thankyou for showing that to me Darian!

I think they are talking about Hob-goblins.

If that is the way you want them to work DM Cobalt, you won't hear me complain about it! My only problem with illusions is that they are so vague that situations like this always seems to come up.


HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2

I think they're hobgoblins too. Sorry you had to waste a spell for me to figure that out.


hp 25 | AC 13 | T 13 | FF 10 | CMD 14 | F +2 | R +4 | W +4 | Init +5 | Per +6 |

NP. Terra is just trying to please everyone and still be a know-it-all.

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