[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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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 would like to claim a potion of Cure Moderate Wounds and the Wand of Mage Armour.

If JJ doesn't want the Goggles of Minute Seeing then he'll also snag them (I'm planning to take another level in Rogue when we level up next).


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)

We have enough armor and weapons to outfit a small merc army of our own it appears.

Juraan, I marked Ryan down for a potion of CMW, on of CLW, and the scroll of CMW.

Also Ryan is not taking Triel's +1 heavy flail as he isn't proficient with it, Kikinnin??


Male Human Sorcerer (inactive)

@ Maxim: I added those changes to the sheet

@ Ryan: thanks for that


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Male Human Sorcerer (inactive)

♩ ♫ ¡Good Morning, Sunshine! ♪ ♬

Sorry for being a bit tardy.
I was in Vancouver visiting my Mum for about a week.
I should be back to normal now.
Normal for me, anyway! :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

Welcome back! :)


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)

Agreed welcome back, got some ugly guys to send back where they came from.


Male Human Sorcerer (inactive)

Thanks.
Those new baddies are some kind of ugly!
: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)

question: Can Ryan cast magic stone on 3 pebbles and distribute them out other players to throw,

scenario: we know we have undead in the room ahead. Ryan cast magic stone on the 3 stones he collected earlier. He then gives one each to Juraan, Maxim, and Marigold, So that he can move forward with JJ & Kikinnin for melee at the start.

Magic stone says that it last for 30 minutes, and 'the user' not the caster of the stones makes a normal ranged attack

link to spell decription magic stone

on another note, I would assume you need to wait until your attacks have iteratives before you could throw more than 1 stone in a round by the same individual.


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)

In game I've suggested we review the loot we have.

(Apologies if this smacks of meta-gaming; one of my gripes in gaming is the amount of times groups get blinkered about the object of the quest/adventure and fail to check on the swag they've picked up - which is often placed for a reason! :)

Right away I'm noticing an abundance of Healing Potions unclaimed. Might be more prudent to use these to heal up the battered group than charges on the wand? (as this can also be used offensively).

Also Maxim claimed a Wand of Mage Armour, but with my next level being a likely Rogue dip... and having Arcane Armour Training its kinda moot. (I'll ignore the embarrassing mammoth in the room that Maxim doesn't have any ranks in Use Device lol). Ahem. Might as well be used by someone!

Elixir of Hiding could be very useful if we want someone to scout ahead?

Someone should also claim the bracers of armour +1 - Juraan? (Would stack with his Amulet of Natural Armour)


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))

Maxim doens't need UMD to use the wand :-)

JJ has quit a few healing potions as well. I think the concern is more that our offensive options are significantly more limited at the moment with both Maxim and Juran low on spells, Ryan too probably.

One has to assume the big nasty "I wanted to be undead" critter will be
1: Harder than the skeleton he made and
2: probably harder than the vampire too.


Male Human Sorcerer (inactive)

Wind Bag Alert! :D

Metagaming, Cunning Plans, and S%#&:
Actually, I'll skip that third item! :D

@ Maxim:
• I completely forgot about the bracers! I'll take them, then, if nobody else wants them.
• Like JJ said, you can use wand Mage Armour without UMD; that spell is usable by mages

--------------------

I'm down about half on spell resources:
• 2/4 level 2 spell slots left (can really only used Focused Burning Hands there)
• 4/7 level 1 spell slots left
• 3/6 acid rays left
• Lots of arrows left, but kind of useless the fights v. undead

--------------------

Speaking of Undead
If we do a quick resupply in Cauldron, we should get flasks of holy water
We definitely could've used lots of those in our last fight.

--------------------

Re my Cunning Plan to spread rumours about our intentions in Cauldron:
Just to throw the Storm Blades off our scent to prevent then from hogging our glory. Again.
Juraan does have +7 to Bluff, so it might work.
Not an out and out lie, mind. Just starting a rumour that suggests a totally different destination.
The rumour mill should take it from there.
Quick Note: Virgil, the Roman Poet, described Rumour as the most dangerous and evil of all monsters. :o

--------------------


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)

Good spot on the wand - I'm normally a melee merchant in games, so being a gun toting wizard still has its teething problems lol. I'll keep it then ;)

I'm good with forging ahead, hunkering down or retreating for re-supply. However I don't image our undead foe will sit idle while we tool up... its a tough call.

I did get the vibe that time was of the essence with returning the wands... know we're battered, but remember those hero points can also help with the final scrap.


Male Human Sorcerer (inactive)

I'm down to zero hero points myself. :P
I did make good use of them against the spiders and halfling sorcerer, though.


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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

I definitely recommend our frontline folks (Kikinnin, JJ, Ryan) make sure they take some of the potions from the loot pile if they haven't already. At a glance it looks like there's 15 CMW potions, 1 CLW potion unclaimed!? Get you some potions, guys! That Gaseous Form potion might be useful to someone like JJ for scouting purposes, too.

Did anyone claim Skaven's Slippers of Spider Climbing? I think JJ did, right? There's also Skaven's Pearl of Power which is handy for anyone that's a prepared caster (Maxim or Ryan). Finally, Marigold will take Triel's Everburning Torch if no one else wants it - she doesn't have Light as a known orison anyway.

As far as personal resources go, Marigold has 1 2nd level spell left which would be good for another CMW or a Communal Protection from Evil most likely. She's got 3 1st level spells (most likely to be used for Bless or CLW), one use of her little mini-fireball left, Lucky Halfling to help someone with a save, some various alchemical items (but only one Holy Water left), and all 3 Hero Points. So...it's up to whatever the group decides, as she could probably continue on for a bit longer if need be.


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)

Hadn't thought about the Pearl of Power,thought it was an arcane caster item, and had left the CMW potions for Kikinnin and JJ as I, more often than not, can't seem to get where I'd like to be for melee, and they wind up taking the brunt of most things.

Granted with my lower AC the extra CMW potions would likely be a smart move. Jurann, please mark Ryan down for 2 of those 15, he'll have those 2 CMW and 1 CLW potion(the one Kikinnin gave back, not the one from MG's post).

Resource wise: Ryan has 2/5 channels left,
1/1 judgement
2 - lvl 1 Inquisitor spells(useless against the undead),
4 - lvl 1 spells, doom (useless against undead), Moment of Greatness (direct 1 time benefit to MG's Bless), Magic weapon (can apply to Juraan's rapier), and Magic Stone (Question/Verification about that still pending above)
3 - lvl 2 spells, locate object (not greatly useful, against the undead), Lessor restoration and spiritual weapon (forgot about that could have used it against our dino friend, apologies.)
Inspiring Word 6/7
Agile Feet 6/7

Also have an oil of Magic Weapon, for someone, was thinking JJ if he is using the silver mace again.

Some things would work better given prep before the fight begins :)


Male Human Sorcerer (inactive)

@ Ryan: I've adjusted the potions listed
you should have 4 of the CMW and one CLW.

@ Everyone:
• I took the braces of Armour, Juraan can always use an AC boost, being a spell caster and all.
• I already have one of the potions of CMW (just plain forgot to use it)
• I assigned Triel's +1 Heavy Flail to Kikinnin (tentatively)

--------------------

Anyone else want to lay claim to any useful/cool stuff in the loot list?


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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

Whoa, what? It's a 'heavy' flail? And here I was, rolling d8s...

<shakes fist>


Iron Gods: Iron maps;

Ryan, you are both correct about the magic stones and the consecrate spell duration.


Male Human Sorcerer (inactive)

Hi, All.

I did a little revamp of the loot sheet.
Mostly because there's so much STUFF now before cashing in.

I expanded the lines of STUFF from 100 to 200.
Probably won't need that many, but we're nearing the 100 mark now.
So I thought I'd better expand that a bit just in case.

AND I added a new sheet in the spreadsheet called "Unclaimed".
It makes a sorted (!) list of unclaimed Magic and Masterwork items.
It's not for entering data, but to show what's unclaimed and the post numbers thereof.

Anyway, once that was up and running, I see the following unclaimed goodies:
• Skaven's elixirs of hiding x 6
• Skaven's pearl of power i (does Maxim or Ryan want this one?)
• potions of cure moderate wounds x 6
• Skaven's potion of gaseous form x 1
• Triel's scroll of hold person x 1
• Skaven's slippers of spider climbing x 1 (does JJ have these?)
• Skaven's wand of mage armor, 40 charges x 1 (is the one Maxim has?)

I may have missed properly assigning some of the potions of CMW.
If not, then there's still one for each of us for grabs.
Very handy at the rate we've been going.


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)

I could use the pearl but if Maxim has need of spells perhaps it should go to him, although I can see a use for them now as a cleric. Dangit something else to purchase/create :)


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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))

JJ has boots of striding and springing, so the slippers are free to a good home. Of course he could become a fashion victim and start collecting shoes, but who knows what the Stormblades would make of that!

I'll grab three of the CMW potions


Male Human Sorcerer (inactive)

@ Maxim: did you want the pearl of power?

@ Ryan: so many cool things, and so little money! :P

@ Everyone:
It looks like there's still 6 potions of CMW unclaimed.
Provided I got the maths & paperwork right, of course.
If so, does everyone want me to just assign each of us 1 potion of CMW?


Male Human Sorcerer (inactive)

Hi Again All:

Just a quick note before I call it a day.

Since nobody said anything about it, I've just assigned one unclaimed potion of CMW to each of us.

Works out nicely: 6 potions, 6 of us.

We should all be doing well by time we cash in.

Over 3,300 GP (each!) after dividing all the unclaimed loot.


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)

Aye I'll take the Pearl of Power (believe its a Level 1 Pearl).

Sheet looks good - thanks for all the good work Juraan :)

@GM-R: Any chance you could link Juraan's sheet into the Campaign Headers (like we did with my more organic approach)?


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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

I second the adding of a link, makes it easier to find :)

And thanks Juraan!


Iron Gods: Iron maps;

New loot sheet added to the campaign links.


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

Nifty :)


Male Human Sorcerer (inactive)

And it saves me having to paste it in again. :)


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)

Cheers GM-R. Much appreciated :)


Male Human Sorcerer (inactive)

@ Maxim: I put your claim on the Pearl of Power.


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)

Cheers Juraan.

Not going to clog up the game thread with tactical talk, next round Maxim will step due North of his current position - should allow JJ to fill that gap. Thoughts?


Male Human Sorcerer (inactive)

At the moment we do have the advantage of a bottleneck.

They can only get to us one at a time, at which point they're facing both JJ and Kikinnin.

I could take up the (slightly squished) square North of JJ.
I wouldn't be at minuses to hit from there.

But if my last Mage Armour has fizzled by now, I'll need to get another one back on.
Don't want to get too close to Zombies without a decent AC.


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 let JJ and Kikinnin deal with them one at a time. Unless there is a big baddied at the back dropping fireballs on us, time is on our side. Especially due to their staggered nature.

We could probably just kill them all with missile fire if we had enough time. Of course edged missile fire is unusual :-)


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Male Human Sorcerer (inactive)

And here's me, fresh out of those lovely fashion accessories known as "Fireball" beads. :o


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

That was my only alchemist fire, too :(


Male Human Sorcerer (inactive)

We definitely need to restock our gear (and fashion accessories) after this!


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

On a totally random note, I recently signed up to do a thing. We've also each been challenged to run something on our own within the next couple of months once we're finished. I know we've got a few PFS players here; would anyone potentially be interested in playing when I do run my own scenario? It'll probably be something simple like a run of The Confirmation, but I thought I'd hit up people I already know for my first game or two before I branch out to a broader audience :)

This is just a very general and tentative interest check for now, so no rush if you're uncertain!


Male Human Sorcerer (inactive)

I'd be interested. I've got lots of PFS aliases.
I'd just have to be sure it's not a scenario I've done already, though.


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

Well, The Confirmation (along with a few other options) is an evergreen scenario so you can play it multiple times as long as you use a different 1st level PC each time :)

So far I've played it once on my cleric, once on my fighter, and once on my druid, for example.


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'd be happy to play a game with you Marigold. You might find it easier running a Core game rather than a Classic - it just reduces some of the level of complexity you have to manage a bit.

Personally I'd vote for something other than The Confirmation (just check my records, and I've GMed it eight times and played four times (in classic) and throw in another three GM sessions and a played session in Core. Yeap, I have way too many characters.

Oh, and I've got a session underway with my children as well (about an hour at a time, we have just got up to the gylphs with them).

Though I do have a nice new GM Dhampir boon... hmm...


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

Well, I was thinking Confirmation because I've actually played it and thus am a bit more familiar with it (haven't done Wounded Wisp and have only played Consortium Compact once) but I can definitely understand having some burnout! I've got time so I'll noodle over possible offerings on what to run (same for Core vs. Classic) :)


Male Human Sorcerer (inactive)

I do remember playing the Wounded Wisp one, live, with my bloodrager (Gruugdúrz) some time back.

I just read the blurb on the Confirmation and, amazingly, I've not actually played that one as yet.
So, that one would be fine for me.


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))

Confirmation is fun to run. And pretty straightforward. I'm going to try and trade for a racial boon that will let me run an unusual paladin.

Despite what I said above, Confirmation is a good choice to start with. I run it (or play it) for each of my characters. I think only one doesn't have it on their credit list. I'm not sure how that happened, but no biggie. I have used up both my options for playing it at second level 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)

I'd be glad to join in, think I've played it once so should have a lvl 1 society character available, granted if not it'll be time to flesh out one of the ideas playing hide n seek in my head.


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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)

Would love to join the party Lady L, but my dance card is pretty full at the moment.

However if you ever run Frozen Fingers of Midnight or another ulfen themed scenario I'm your huckleberry.


Iron Gods: Iron maps;

I am pretty busy myself right now, for much I would like it, it would play against my own health. But thanks for the invitation.

The Confirmation was my first Pathfinder adventure ever, 3 years ago now!, have fun :)


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, no worries! And as I said, it might be a little bit before said game gets off the ground as I'd like to finish the current Blood under Absalom special plus the GM 101 class before starting anything new. I'll keep you guys posted, okay? :)


Male Human Sorcerer (inactive)

Not a problem.


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

Good luck on this new endeavor, Marigold! I'd enjoy hearing your tales of learning experiences :)


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)

Loving the roleplay folks - think this kindof interplay reinforces how awesome this game is :)

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