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GM alientude's Shackled City

Game Master Kyle Smith 700

The frontier city of Cauldron has a dark future rapidly approaching. Will a disparate band of adventurers be able to save it?


151 to 200 of 322 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Didn't have much availability over the weekend but I'm still here. Just echoing what everyone else said... not much for me to do but follow the rogue. :P


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

GM, I just noticed I have a CMW potion in my inventory. I believe that I bought a CLW potion during character creation. I'm pretty sure we didn't find any CMW yet. I'm just posting this just in case I a wrong.


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

I think we were given some CMW potions from the temple. I asked everyone to save them for emergencies as I could keep up a good amount of healing. I think you were just outside my channeling. Instead I attacked the baddie.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

No worries, swing away. I stay back with my readied action. If anything comes through that 20 will nail it and I hope that it is flat footed to my attack and my crit confirms.


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

1 v 6 and this creature is doing fine so far!


retired

I'm hoping it will be doing not-so-well once Super-Large-Adolphus-Man smashes that thing but good!


Okay, who offended the dice gods?


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

Why do I have the feeling my Adoration won't work on this gnome construct?


retired

GM alientude, considering the fact that we are 2 rooms in and apart from our potions have already nearly exhausted all of our healing, would you consider using a houserule where out-of-combat heals are maximized? In combat the dice would still be rolled.

Totally cool if you're not comfortable with it and want to shoot it down, but that post-lobster heal from Diurn would have only taken 1 channel instead of 3.


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

We can just rest. We did take much damage. The secret room with all the chests is a good spot.


retired

Apart from being down here for 20 minutes and having to take an 8 hour break, the other issue with resting is that divine characters (like yourself) get their spells and juice back at a particular time of day (like dawn or dusk), not just after every 8 hours of rest.


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

Good point. Maybe we bring the creature's remains back and do some research.


Male Dwarf Cave Druid 2

We still have our healing potions, and Darthal has a cure spell left. Perhaps we could try going a bit farther.


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

I have one clw left if I convert a bless.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

We should keep going. This isn't so much of a dungeon crawl as it is a rescue mission with a potential stopwatch running behind the scenes. That thing was tough, but there probably isn't any more of them. If so, we retreat though the secret passages and close the doors behind us and hope it can't open/smash them. Now as long as we keep that rogue from doing anything else stupid we should be fine ;)

Valamont - I like the idea of maximized healing out of combat. I am going to make a note for my upcoming campaign to think about using it.


retired

I think this is very much a dungeon crawl! The size of the map we got from Ghelve is BIG! And I highly doubt this is the only Gnomish Apocolypse Engine (that's what I've decided to call them anyway) down here =\

I'm also suspicious that there might be a timer running in the background as to whether we find the kids in time or not. And if we have to take a break for a full calendar day every 4 or 5 rooms into this place, it'll take us a week just to clear Jzadirune.

Meta-game considerations aside, in-character Valamont would feel a tremendous sense of urgency to find these children.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

I probably should have said typical. It is definitely a big dungeon crawl. Just with kidnapped kids at the end. Who, GM aside, knows at which day or hour the kids go from alive to dead (assuming alive at this point).

In character, Dreygard too has a sense of urgency and I am thinking that if anything, we should actually up the pace. Kill. Move on. GAE, run away and find another route.

Besides, a creature did get away so they know we are here. If we leave now, we might find it harder to get back in.


M Human

Luc is fresh and ready to march on!


Dorian is good to continue...

I'm personally not a fan of the 15-minute adventuring day. Limited spellcasting is what keeps casters in check. Plus, resting in a monster-infested (maybe?) dungeon can lead to Bad Things. :P


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

I'm good to go to. Let me know when we head back.


I'm going to have to say no to maximized healing out of combat. Sorry.


retired

No need to apologize - it's your game after all =)


Male Dwarf Cave Druid 2

Darthal also has a sense of urgency about the kids.


Male Dwarf Cave Druid 2

The link to the map of Jzadirune isn't working -- could we have a new link in the campaign info section?


Map of Jzadirune

Also put a link to it on the Campaign Info tab. No idea why the previous link stopped working.


Male Dwarf Cave Druid 2

Thanks!

Do we want to go to the mask room, or go south and try for one of the octagonal rooms? I'm leaning south/octagon.


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Back... yay! From nightmares of real world logistics. :(


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

Everyone should be at full health.


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

I hope to miss that perception roll!


Male Dwarf Cave Druid 2

I hope everyone had a good weekend :)


retired

Post rate's been pretty slow - just checking in to see if everyone is still with us


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Still following, still ready for heavy-hitting combat... hopefully some of that soon. My other skill is diplomacy, which without knowing undercommon doesn't really come in handy.


Still following the rogue. :P


Male Dwarf Cave Druid 2

Pretty much the same.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

I've been waiting for that north door to open and a new map. It wasn't until now that I realized that the door opened back into the tree room.


Are Luc and Diurn still with us?


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

checking in. rushing to heal.


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

That was a lot of 20s... :( And one for us, yay!


Aasimar (6/6 channel +ve, 7/7 ferocity, 7/7 adoration) Cleric 1 HP: 10/10 | CMD: 12 | AC: 18 (T: 11 / FF:17) | Fort +5 / Ref +1 / Will +8

And some max heals!


retired

Lucendar (Luc) has been absent from many of his games recently - just got a new job I believe.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Sir Adolphus Ministhrien wrote:
That was a lot of 20s... :( And one for us, yay!

I was ecstatic to see that 20 on a prone dagger stab, and the probable confirmation.


retired

How do we want to split up the scrolls? If I had Scribe Scroll, I'd ask for the mage armor scroll so I could transcribe it to my spell books and crank out a bunch of scrolls for mutual use later. But I don't have it.

And magi get very, very few spell slots per day I'm finding.

I only get 2 1st spells per day at this point, which is proving to be a tough enough decision without adding more spells to my spell book =P


retired

Back in Cauldron - Valamont will look to get a few more supplies for their trip back into Jzadirune.

2 loaves of hard bread - 4 stars
2 hunk of dry cheese - 4 moons
3 slabs of dry, salted meat - 9 moons
2 iron rations (to give to Diurn) - 2 suns
a brace of daggers (5) - 10 suns
1 glaive - 8 suns

total cost if all that is available: 21gp, 3sp, 4cp

Valamont will prepare the following spells as well
Cantrips: dancing lights, daze, flare
Level 1: shield, vanish

My plan for Vanish is to cast it upon Dreygard to help him get into flanking and/or get a free stab of sneak attack.


FYI, mage armor is not on the Magus spell list.

Valamont - you have no problem finding any of those items.


Male Dwarf Cave Druid 2

If people prefer, we can stay up here. Darthal is mostly being stubborn but regards splitting the party as a larger problem than losing tactical advantage by staying on top the lift.


retired
GM alientude wrote:

FYI, mage armor is not on the Magus spell list.

Aha! This explains why I don't already have it! And detect secret doors isn't on the magus list either.

Looks like these scrolls're all yours, Dorian! =D


Male Dwarf Cave Druid 2

We've only been down here for a couple of hours, so we have the full day to sell the loot we've taken so far (maybe Ghelve has some advice as to where?), divide the spoils, and go get coffee. I recommend doing it. We all probably have some ideas of stuff that might be useful.


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Will be out of town until next week. Happy Independence Day to our American players.


retired

Alientude, your map skillz are seriously awesome. These maps really are fantastically well done. Kudos to you, good sir!


Sorry for the delay - been busy these past couple days. Will get a post up tomorrow.

By the way, I can't take credit for the maps, Valamont. I found them online and am just editing them as needed.

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