[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Male Human Sorcerer (inactive)

The mace would be more useful against some things, like skeletons.

Of course if you tried to be prepared for everything, you'd be too loaded down with gear to move.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Yeah, there's only so much that can be reasonably carried around :\


Male Human Sorcerer (inactive)

Especially with spell-casters who usually are not at all buff!

One item that helps, if you have one, is the good old Handy Haversack. Not much used in a fight, but good for the road and it does help you carry more gear.


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Everyone buys a light mace and Maxim spends half the encounter unloading weapons :)


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Well, I think JJ might invest in a nice silvered light mace. He suspects some demons have DR/silver, so its a long term investment as well. May as well make it MW at the same time. I should probably invest in a second MW short sword for the off hand as well. Haven't spent a lot of cash yet otherwise.


Male Human Sorcerer (inactive)

A light mace is one of the few weapons Juraan can use, of course.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Maces for everyone! :D


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Everyone feel free to join Ryan in the Cathedral and the weapon shop. While I spoke and answered in the singular, he would have spoken the same in the Cathedral response to Jenya.

And at the weaponsmith simply saving the GM 6 availability checks for silvered items.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

As an FYI I'm working night shift the next three nights (tonight, Friday, Saturday) and sleeping during the day so my posting rates will likely drop during the time. I'll try and catch up/keep up as best as I can but feel free to bot Marigold as needed to keep things moving along.


Iron Gods: Iron maps;

Thanks for letting us know Marigold, and good luck with the shifts :)

In around four hours I will start moving the game downstairs unless you have something against. Take your time with your errands!

JJ no masterwork version for the mace at stock, but I am sure Maxim can quickly help you there ;)

You can have one available in a couple of days though.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim will need 8 hours to study spells, 30 minutes to fix his gun and potentially another day to craft more bullets/cartridges.

Ideally 2 days delay would have him primed and ready, but realise there ain't just him :)

NB: Even with an extra day of taking Crafter's Fortune x3 - at 3000sp in cost to craft, Maxim would need some ,massive craft rolls to get close to MW JJ's mace...

However he could probably churn out a heap of alchemical silver weapon blanche for those who don't want to go light mace/dagger?

Depends on how long we want to delay the descent?


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

For the cost of silversheen you can already buy the mace / dagger and not worry about it going away.

Personally think a silvered dagger/mace would be more cost effective monetarily & timewise, and you could work on other things(MWK'NG a light mace or creating your silvered ammo.

Now that I said all that the only things I know to use are silversheen and a weapon blanche, outside of silvered/+3 weapons. The weapon blanche is only good for 1 successful hit, silver sheen for 1 hour, but is 250gp to purchase; so 125gp to craft. Is there something else that's more cost effective?

@JJ, the light mace is a light weapon so you'd still be able to TWF without issue.

Example:
1 dose silversheen = 250gp
4 silver mace(25gp/ea) + 3 silver daggers (22gp/ea) = 166gp
Not having the silver run out on your weapon while fighting the BBEG = priceless :)


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

@ryan, Yeap, thus the interest in a MW item. JJ won't be quite as effective with a mace, as he has weapon focus with his short sword, but a MW mace in his off hand will counter that to a degree.

Sounds like Maxim has a couple of days preparation, in which case I may be able to acquire the MW silvered mace anyway.

@GM What about a regular MW shortsword, are any available in Cauldron?


Iron Gods: Iron maps;

Availability: 1d100 ⇒ 37
1. Gurnezarn, 2. Lathenmires, 3. Maavu, 4. Garthûn: 1d4 ⇒ 3

Yes! You will find one at Maavu Imports. All will offer you to obtain one in a couple of days for you.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)
GM Rutseg wrote:

[dice=Availability]1d100

[dice=1. Gurnezarn, 2. Lathenmires, 3. Maavu, 4. Garthûn]1d4

Yes! You will find one at Maavu Imports. All will offer you to obtain one in a couple of days for you.

Feh. What that snake classes as Masterwork wouldn't cut warm butter. ;)

However a Surabar and his money are easily parted!

@Ryan: For the weapons blanche was thinking more for ammo (can be coated on up to 50 pieces - most of which are one shot deals anyway). Ditto for the likes of Kikinnin's axes (both waraxe and thrown) - weapons that are party members signatures without dropping to light maces or daggers.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Well, if Maxim wants to craft one, that would of course be JJs preferred option. But Maxim looks pretty busy doing his own crafting at the moment!


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Heh. Maxim would take much longer than a couple of days to hone such a blade. Perhaps down the line I'll fashion one to your exacting standards... especially when Maavu's fails you when it matters most

Caveat emptor ;)

Lantern Lodge

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SFS 05-99 BftB

BTW I'm off on holiday for a week starting this weekend, so my posting will decrease and possibly stop.

If Maxim wants to make the blade, JJ will certainly hold off buying it from anyone else. Of course by that stage he may have found a magical one :-)

The mace is more of a tactical necessity.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

@Maxim - now ammunition makes perfect sense for a blanche, just wasn't seeing it for a melee item.

@JJ safe travels and fun holiday


Male Human Sorcerer (inactive)
Marigold Montajay wrote:
As an FYI I'm working night shift the next three nights (tonight, Friday, Saturday) and sleeping during the day so my posting rates will likely drop during the time. I'll try and catch up/keep up as best as I can but feel free to bot Marigold as needed to keep things moving along.

I worked years on night shifts.

You have my condolences!


Male Human Sorcerer (inactive)
Ryan Taskerhill wrote:

Everyone feel free to join Ryan in the Cathedral and the weapon shop. While I spoke and answered in the singular, he would have spoken the same in the Cathedral response to Jenya.

And at the weaponsmith simply saving the GM 6 availability checks for silvered items.

I'm fine with a silvered mace.

It's much more cost effective than silversheen.


1 person marked this as a favorite.
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

A silver/silvered mace works fine for Marigold as well. Besides, can you imagine her trying to apply weapon blanch herself? Shaky hands~


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)
GM Aerondor wrote:

BTW I'm off on holiday for a week starting this weekend, so my posting will decrease and possibly stop.

If Maxim wants to make the blade, JJ will certainly hold off buying it from anyone else. Of course by that stage he may have found a magical one :-)

The mace is more of a tactical necessity.

Nah. Buy it JJ - better to have it now than not. Besides we can always get a refund if it fails to cut the mustard! :)

Lantern Lodge

SFS 05-99 BftB

It'll take a couple of days to get made, so JJ will hold off for the moment.


1 person marked this as a favorite.
Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim will attempt to rustle up some Silver Weapons Blanche:

Craft (Alchemy) - Using Crafter's Fortune Spell: 1d20 + 7 + 5 + 1 ⇒ (15) + 7 + 5 + 1 = 28

28x20=560SP worth of crafting = 11 doses of Alchemical Silver Weapons Blanche if necessary. Am presuming 1 each would suffice? 6 x 25SP = 15GP in raw materials cost.

He will also craft himself over the course of the day:

10 Alchemical Silver Paper Cartridges 70GP
1 Dose of Black Powder 1GP

Maxim will also prepare the following spells ahead of the descent:

Burning Hands
Magic Missile
True Strike

And fix his pistol (can do in 30 minutes downtime with Gunsmithing feat and Unblemished Barrel trait.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Sorry for the lack of posting, Grandmother passed yesterday morning, funeral is this morning has been a whirlwind 24 hours, Ryan has nothing to help JJ with in the surprise round. Will post this afternoon.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Sorry to hear man - sincere condolences.

Thoughts to you and yours.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

I'm sorry for your loss, Ryan. Keeping you and your family in my thoughts.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Sorry, Ryan. Be well.


Iron Gods: Iron maps;

Sorry man. Mine passed away 2 years ago... it was so emotive remembering so many moments together...

Take your time


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Thank you all for the well wishes, this one was kinda fast and hard as it was the last of my Grandparents, and that hit me yesterday afternoon.

I think the hardest part for me is all the memories of when they were younger, OLD by my younger self's thinking at the time, conflicting with the realities of the now when their bodies have broken down and begun to betray them. She was 87 and no spring chicken but I still see her as the grandmother I spent the summer's with helping out on the farm 25 yrs ago.

Thanks again for the patience and a moment to express.


Male Human Sorcerer (inactive)

Sorry to hear about your Nan, Ryan.

That's always tough.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Technical difficulties in office, with IT taking over computers for various durations. Apologies for spotty performance today...


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Sorry gang - work and visitors from Atlanta have limited my pbp time.

Taken annual leave the morrow, so will hopefully be up to speed by then.

Cheers


Male Human Sorcerer (inactive)

Is JJ still on holiday?


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

I think he might be; he said it'd be for about a week.


Male Human Sorcerer (inactive)

That's what I was thinking.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Yeap, just got back.

Sorry to hear about your grandmother Ryan. Having just gone through a similar experience your have my heartfelt condolences.

Will try to catch up on posts over next day or two.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Thank you JJ, welcome back. Hope you had a good holiday.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Snowed in. Blizard knocking the lodge about (no damage luckily) and learning to snowboard (so my 9 year old wouldn't be the only snowboarder!). It was a great break.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Wow, that's awesome! We've been having consistent 85+ degree weather here all summer so a little snow sounds really nice right now, hehe.


1 person marked this as a favorite.
Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Will update the LOOT sheet tonight folks :)


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)
Maxim Snaphånce wrote:

Remember we have alchemical items in the loot - 8 sunrods that could be useful to our non-darkvision companions...

Cough. Toldyouso. Cough.

In all seriousness believe Juraan has light cantrip and Marigold took a couple of the Sunrods.


Iron Gods: Iron maps;

Apologies Maxim, it seems I got your initiative wrong all this time. Somehow I mixed it with Marigold's. I fixed you both so hopefully it never happens again.

:(


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Male Human Sorcerer (inactive)

Yes, I've got the light cantrip.

But Juraan bought an Ioun Torch mostly because it's totally cool.

Not everything a character does has to be logical or sensible!

Especially if you're a Chaotic Neutral character (like Juraan).


1 person marked this as a favorite.
Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)
GM Rutseg wrote:

Apologies Maxim, it seems I got your initiative wrong all this time. Somehow I mixed it with Marigold's. I fixed you both so hopefully it never happens again.

:(

Haha. No worries - should have noticed it myself before now. He'll be Mr Chain Blue Lightning from now on in :)


1 person marked this as a favorite.
Iron Gods: Iron maps;

@Marigold: I am being bad there with you as I should ask and talk with you how this power really works.

But I think it might be cool as a way to RP how she discovers her powers and also remove 1 of the enemies.

If I properly understand the Spray of Shooting Stars does not need an attack roll as it is a burst attack like a small fireball. Also (Su), so no danger of AoO on casting just in front of the enemy. Let me know if I got it wrong and we will fix that!

Concealment roll is not needed because you just need line of effect (but please on the following let's assume all percentages are always happening from 1 to x% whatever the effect is so no one can mess up with dice rolls there).

Wow that was a cool and surprising burst of fury! :D


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Whoops, sorry about that Rutseg - got carried away re: rolling my own percentile dice and such without some sort of party consensus on how they work!

Your interpretations on how it functions sound fine and make sense to me, but I'll be sure to let you know if I discover different.

And do you mean talk about how this specific revelation works or her oracle powers in general?


Iron Gods: Iron maps;

I meant by carrying on with the action without clarifying first how this specific power works. But I am open to talk about other abilities and interactions with effects that might not be clear ;)

That is for all of you guys also. I like to keep the game going and thus I might go with my own interpretation sometimes on how something works and what would you instead do if you were aware of something (like this provokes an AoO, etc.). But it should not be seen as I impose this works like this in the table. We can discuss interpretations to better accommodate things for future events, or even retcon if that is worth. If you feel outraged by some decision better keep the discussion by Private Message though!

Cheers and good afternoon/morning/evening/night!


Iron Gods: Iron maps;

I will give you a bit more time to discuss the topic before moving the action to the guard or the inner cave, whatever you better decide!

Nice RP there! :D

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