[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)

I think that amulet of who-knows-what was an amulet of Natural Armour +1 that Ryan identified along the way.

I'd like that, since Juraan's not an armour-wearing sort of guy.


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)

Missed that id'ing of the amulet :)

No worries tis yours Juraan.

Anyone else what anything else?


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:

Maxim will attempt to rustle up some Silver Weapons Blanche:

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

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.

Remember you should all have 1 dose of Alchemical Silver Weapons Blanche from last time. Know its a 1-shot deal regards melee, but useful to dose ammo or a backup weapon?

How much time we thinking before we go hunting again? Am thinking we should try and research both the dwarven ruin and potentially Drakthar if possible. Maxim could do some crafting also, and we'll have coin to spend to purchase magical weaponry or a Wand of Magic Weapon?

Once we settle on any of the remaining loot I'll confirm the cut of the coin :)

- Maxim will claim the Scroll of See Invisiblity for his spellbook.


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)

With further regards to loot - The Cloak of Resistance +1 should either go to Juraan (who has the lowest saves across the board btw: @Juraan - I think your Will Save should be +4... +3 for class level and +1 WIS?? Am probably missing something but thought I'd mention it :)

OR we give it to one of our front liners - JJ or Kikinnin to bolster them further...

My 2 buckshots worth


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

The suggestions on who should get the cloak sound good to me. That Brooch of Shielding should go to whoever seems likeliest to be targeted by an enemy mage; each enemy will probably have slightly different priorities but in my experience most tend to target melee/high AC folks first, to soften them up.

If no one else wants it, Marigold will take that Delay Poison scroll. I don't think there's much else available that she'd need or want; most of the remaining potions would be better served going to other people.


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)

Scroll is yours Marigold :) a potion of Invisibility might be useful for her to sneak up to anyone wounded or in peril?

Agree a front liner should grab the Brooch.


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.. JJ just got clobbered by a magic missile, so he's keen on reducing that hurt in the future. It's an expendable item as well if I remember correctly.


Male Human Sorcerer (inactive)
Maxim Snaphånce wrote:

With further regards to loot - The Cloak of Resistance +1 should either go to Juraan (who has the lowest saves across the board btw: @Juraan - I think your Will Save should be +4... +3 for class level and +1 WIS?? Am probably missing something but thought I'd mention it :)

OR we give it to one of our front liners - JJ or Kikinnin to bolster them further...

My 2 buckshots worth

I guess I should have that Cloak of Resistance, then.

Thanks for noticing my saves; I didn't update that properly on level three, although it was correct in my HL file.

I updated that part of my profile.


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)

@JJ & Juraan: Done and done :)

Hey I'm just stoked that these items are actually being claimed by people!

No worries about the saves mate - when I clocked you were best candidate for the Cloak, the numbers looked low so had a wee cross reference. All good.


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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

Considering we've had several fights either give us a run for our money or prove to be matters of endurance, I'd say we need to make the most of our resources - more so than we might in some APs!


2 people 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)

On the loot front... by my reckoning the current slice will be the following to each member of the group:

Gold Suns: 418
Silver Moons: 13

Spend it wisely children :)


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)

Further loot musings - We have that Dwarven Cauldron... worth 2500gp

Options for it:

1. Keep? Juraan have any use for it?? Its 250lbs so we'd need to find a way to transport it around (Our Bag of Holding would be at max capacity carting it around)

2. Sell/Trade to Malachite?

3. Sell/Trade to Blue Crater?

4. Sell/Trade to Vortimax Weer?

Thoughts gang... 2500 is a fair chunk of change - and without one of us focussing on alchemy in a major way (Maxim really only plans to make firearm ammo etc).

Seems a cool flavour item, so I'm loath to just let it go, but would be interested to see what you lot reckon.


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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

Damn it, brodir, are you looting a dwarven stronghold to line your pockets? Belongs to the dwarves, you ask me. Drakthar's Way was called something before the bastard desecrated the halls...


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))

<heh> Call it a rescue fee.

Speaking of fees, how much does it cost to join the Bluecrater academy?


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Male Human Sorcerer (inactive)
Maxim Snaphånce wrote:

On the loot front... by my reckoning the current slice will be the following to each member of the group:

Gold Suns: 418
Silver Moons: 13

Spend it wisely children :)

ka-ching ka-ching!

As far as the cauldron goes; kind of impractical to be lugging that thing about, even with a bag of holding.

Sell it to the highest bidder, I'd say!
If that happens to be the academy, so much the better!


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)

It could always be used in Malachite, we would have ability to use it correct, not to mention 3 CMWs/day isn't anything to sniff at. Don't think it's gonna make anything else from the description. Swipe Orak's endless water supply and with the Cauldron and a week you have 21 CMW's plus whatever else you can do during your down time....


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))

I think it just provides the fire, it doesn't actually make the potions does it?


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)

The short description was vague on that point but Ryan can only make 1 potion a day per craft potion rules. Also it seemed from the description that only CMW potions could be created with it


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)

My impression was it only boiled the water. It just so happened that a CMW potion had them been created in the cauldron?

Reckon we need GM-R to confirm. IF it creates 3/CMW per day reckon it stays with the Shackled City Six!

@Kikinnin: A brodir's got to earn a living hombre! ;) Joking apart you're right dwarves should keep it... Sure my Uncle Adrick will find a use for it in his alcohol distillery lol.


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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))

If we can get 3xCMW potions a day, it will certainly save a lot of wand charges!


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)

On the note of the question posed in gameplay, if Ryan can only do one or the other when it comes to channeling, I think he'll petition Alec to retrain him to just straight channeling, the variant seems less useful than at first read. Even against regular mooks forget the vamp.
Currently down a full d6 for +1 AC for 1 round, won't pick up another +1 AC til lvl 5 and another at lvl 11.

Seems the 150gp, +/- 50% GM discretion, retraining fee is well worth it. Thoughts


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))

good catch, I forgot to remove 150gp for retraining costs.


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

Hey Rutseg, how do you want to handle shopping for other magic/special items? Marigold now has enough to afford a Handy Haversack and I was wondering how to go about trying to find one in Cauldron :)


Iron Gods: Iron maps;

The Cauldron allows to avoid the need of fire in order to boil water. Which might be a good asset in some occassions. The explanation about the cure moderate refered to the potion that was boiling at that very same moment.

It is my understanding for positive energy variant channeling only applies when used on living creatures.

PRD wrote:
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm


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:
The Cauldron allows to avoid the need of fire in order to boil water. Which might be a good asset in some occassions.

Like throwing opponents into cauldron's of boiling water! :) heheh.


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)

GM-R,on the note of potions and the cauldron. Per craft potion you can only craft one potion a day, per the description of the cauldron it can heat water without fire 3 times a day to create a potion.

Does this allow Ryan to create 3 potions in a day; or Ryan, Juraan, and Maxim to each craft a potion in a day without needing fire?

If the first is an option, Maxim hold off a day or so for Ryan to bounce out the potions if not, he can use the church facilities to make potions as he has been previously.


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

GM, any comment on my question about finding a Handy Haversack? I normally like to buy them for my characters once I get the chance but if I need to do something special or go hunting around the city for one then that works as well :)


Iron Gods: Iron maps;

The raw and only available description about the cauldron:

Shackled City - Chapter 2: Brewery Treasure wrote:

The stone cauldron is a magic item created by the dwarves. Three times per day, it can boil up to 10 gallons of liquid without need of fire; it weighs 250 pounds and is worth 2,500 gp.

That's all folks! Nothing about potions or any other crafting :/. There is a sentence afterwards that is probably causing the confusion:

Quote:

The liquid currently brewing in the cauldron evaporates after 1 hour, leaving behind a potion of cure moderate wounds.

Which I understand as the product of the adepts recent work. Really, the ability to produce 3 potions of any level per day would be worthed much much more than 2500 gp. Imagine 3 potions of level 3 are already worthed 750 x 3 = 2250 gp.

Unless I am missing something, the cauldron does not enhance your potion crafting in anyway other that it does improve your chicken soup cooking capacity.

Marigold@ you can assume to find the handy haversak without problems in Cauldron. Probably at Maavu exports if you need a name :)


Iron Gods: Iron maps;

About what you do know on vampires, you can provide knowledge religion checks.

Add a +2 when using access to the church resources or +6 if using the Bluecrater library (those who have access).


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)

On the dwarven cauldron front
That was my misunderstanding, the item description and flavor text were together and I read as one. sorry for the confusion.

Timeframe vs potions
We don't need to spend a week in town but when JJ's sword is ready, we need to be ready to go back. By my reckoning we have 3 days, that's 2 bull's strength and 1 more potion. suggestions? Will continue this question in the tavern.


Male Human Sorcerer (inactive)

No Knowledge (Religion) for Juraan :P


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)

With research within the Church's library could this spell be located? It's from the Advanced Class Guide.

Holy Ice Weapon

Another spell that would be of use would be Consecrate, especially if we could set up a permanent shrine down there....


Iron Gods: Iron maps;

I have to give a think on spell research rules, but I believe it will take more than a couple days to perform.

Consecrate is ok, but take into account the casting time and materials.


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 bull strength and magic wepon, Kikinnin will have both an oil of magic weapon(CL2) and a potion of Bull's Strength(CL3), the other potion of bulls strength would go to JJ, and Ryan can cast on himself from his pool of spells for the day.
Ryan has another oil of Magic Weapon(CL1) for someone if needed, perhaps MG's crossbow, with silver blanche on her bolts and Magic Weapon on the crossbow, that would qualify correct?


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))

Remember for Kikinnin, he does't need silver or magic. Once he declares his smite, he bypasses all damage reduction on the vampire until its dead..or he is. One of the real advantages of smite (especially at low level) that often gets overlooked.

Given the vampire's high AC, I'm wondering if it is actually worth JJ going TWF, or just use a shield for this bit. To make TWF worthwhile, he'd need another silver/magical weapon. He could use either the mace, or Kik's dagger - along with either a magic weapon spell or the oil. The spell lasts a minute a level, so it has a little time, but if the vamp plays hard to get, it will run out quickly.

That extra -2 to hit is pretty nasty against a high AC creature though.


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)

That's useful for some reason was thinking it a a single attack on his smite from seeing the previous encouters, not a single creature per day. Oh well on that case the oil would still give him the extra +1 to attack & damage.


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)

Every bonus we can get will be useful.

Maxim will try and learn Disrupt Undead cantrip also (counts as 1st Level Spell to him, but its another damaging spell :)


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))

smite used to be one attack in 3.5; but in PF it is a bit beefed up.


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)
Marigold Montajay wrote:

Couple of ways I can go about this - I can buy another healing wand since the one MG has is nearly empty. Or I could buy a Protection from Evil wand (if one is available) to keep from having to burn all my 1st level spells on casting it on us before we head back down. Other than that, I think the best way MG is going to be able to contribute to this will be through healing (us, or using it harm Drakthar) and general support with things like alchemist's fire or holy water. Any strong opinions either way?

Protection from Evil wand would be very useful - would allow us all a high level of protection vs both the vampyr and potentially his were-rat lackeys. Also would allow saves vs domination/charm which "Sir Fang" hasn't tried as yet... I for one don't like the thought of Kikinnin or JJ turning their blades toward the rest of us... :S

Think a CLW wand would potentially be more available, but either way remember to use the "common" coffer coin rather than your own for it Marigold.

Agree that providing healing and those wand buffs will be pretty crucial in the scrap to come. Alchemists fire will assist in keeping rat swarms at bay... am conscious that outwith the odd pot-shot and his Disrupt Undead spells, Maxim will be pretty much adopting the same role (rodent control if necessary and close support).

We just need to remember this fanger heals 5 damage per round - so we need to pour it on the damage the beast. I'm playing a recently risen vamp in a Way of the Wicked game here on the boards and I can say we need to very wary of both the energy drain, but also if he chooses to grapple and blood drain... Nasty.


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))

To be fair, he is probably a toned down vamp, given we are third level...

And there is a hint about him looking emaciated as well.

Still, even a toned down vamp needs to be treated with respect. I like the idea of the Prot evil wand. It remains useful for many levels even if we don't need it much at any given time. When we need it, we really do want it handy.

The big downside is it is only 1min/level. so by the time we are all protected by wand, half the first persons protection will be used up..


Iron Gods: Iron maps;

I am around people, following your preparations. Let me know when you are ready by posting something about going to the bathhouse! or wherever you want next.


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)

@JJ - in most cases our front liners should get the nod for such boons. Like I said one o' you lot become a puppet of evil then we're goosed!

Maxim, Juraan and Marigold aren't nearly as nasty (right now) as JJ or Kikinnin would be.

@GM-R: Posed you a spoilered question in my last post :)


Iron Gods: Iron maps;

That's difficult to judge from Maxim's knowledge. It might be the rumours have enlarged a tavern consensus that if the guard is having trouble the Stormblades should help.

Or it might be someone saw the Stormblades entering the bathhouse and the rumour started to sprawl.

Visiting the bathhouse might be the fastest way in order to discover more ;)


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

Go ahead and mark off the 750gp from the group kitty for the Protection wand, Maxim. Even with a short duration, it'll be handy to have in a pinch - especially for those times where MG might otherwise be out of spells for the day :)

In other news, I'm sorry about lagging behind again for a few days there. Between scheduling snafus at work (worked Thurs/Fri night, went out Saturday, had to work unexpectedly on Sunday, worked yesterday and crashed before I could cycle through all my games) and admittedly prioritizing some of my PbP-PFS games since they're on a timer, some of my regular PbPs went without posts for a day or two :(


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)

Nae worries Marigold - we all have (and will have) our RL binds. Will mark off the 750 :)


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Male Human Sorcerer (inactive)

That RL stuff gets in the way of all the fun! :p


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)

Lol loving it, will be home and get a post up shortly, in the car right now don't wanna wear out my thumbs. Get'em MG


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)

Love how Juraan's dialogue reads like poetry or some-such. Very quirky.


1 person marked this as a favorite.
Male Human Sorcerer (inactive)

I like to think of it like sounding like some bloke at the pub.
Over a liquid lunch, of course.
Informal at best.


2 people 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)

Updated the loot sheet - not assigned anything, nor cached the coin until we allow the Stormers to meet with an unfortunate accident... (cough)...

So

Repeat after me:

"It... It was the vampyr... Got them both. Todd got bit first... started to turn... Annah got too close to her brave friend (sniff)... She looked so pretty... so pale... We had to finish em both... Beheaded, staked and burned in the deep! Curse that creature and its foul bite! Cost this city two of its best... its bravest... (mournful wail)"

Okay. Got it?

Let's go count our coin! :)

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