[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)
GM Rutseg wrote:


Maxim Snaphånce wrote:

Okay I have another wee suggestion for the group - we rent a house as a base?

Ok! In order to simplify things I will run this under the cost of living rules. Which means, you can rent a room by choosing communally what life style you wish for your characters and summing up that amount to find a house and its service.

At current I assume you are all under the Poor cost of living, whether you live in poor communal rooms, at the temple, at parents house, etc...

Sounds perfect. Maxim will be pushing for an average cost of living upgrade :) 10GP/month. If we all agree means it will be in the region of 60-70GP per month, but the communal pot can pay for it?

GM-R: think JJ asked about the last shortsword we recovered - can you clarify its quality before I trade it? Cheers


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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)

Level 2 Advancement: 2nd Level Wizard (Spellslinger)

HP: 4 (Average d6+1) +1 Con = 5 gained

BAB: +1
Saves: Will +1

Skills: 5 Ranks in Adventuring Skills & 2 Ranks in Background Skills

Adventuring Skills:
- Knowledge (Dungeoneering) 1 Rank
- Knowledge (Arcana) 1 Rank
- Craft (Alchemy) 1 Rank
- Spellcraft 1 Rank
- Perception 1 Rank

Background Skills (& Rationale):
- Lore (Jzadirune) 1 Rank (Time spent studying Jzadirune’s Book)
- Profession (Merchant) 1 Rank (Honed through all the wheeling and dealing of our loot)

Spells: +2 New Spells Known; +1 1st Level Spell per day to cast

New Spells:

Burning Hands
True Strike

Learned Spells (from Jzadirune’s book):

Jzadirune's Crafter’s Fortune Spellcraft DC16 to learn: 1d20 + 7 ⇒ (17) + 7 = 24 (10GP in writing costs)

Jzadirune's Break Spellcraft DC16 to learn: 1d20 + 7 ⇒ (9) + 7 = 16 (another 10GP in writing costs)


Iron Gods: Iron maps;

Sorry, all the skulk shortswords are common quality ones.

I think you only found one masterwork quality weapon, the dagger in the Grick's room?


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)

Did indeed. Thought as much, but since you kept JJ in suspense I was holding out for it being something tasty lol.

Btw - really enjoying even the advancement with these characters! Great bunch and bodes really well.


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

Chicago weekend, last bit of Continuing Education. Should be able to update tonight. Otherwise, feel free to GMPC.


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))

Fixed link for cost of living

It looks like JJ should be able to just about afford a continual flame on an old stone, yay.

JJ is certainly up for moving to "average" costs rather than poor.

He needs a good nights sleep these days.


Iron Gods: Iron maps;

Maxim, the unidentified venom is also spider venom.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Still having laptop problems so this is a quick post from my phone.

Ruben is already paying for average living in his own house and that's where he will be staying for the foreseeable future. He only met everyone less than 48 hours ago so isn't ready to move in yet


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

Regarding living quarters...hum. Even though MG does know JJ and Kikinnin and Ruben, I think she'd kinda feel the same as Ruben does on this. As far as she's concerned, she'll help them find the missing people and then life will probably go back to normal so why would she move house? ;)

Give it a little more time in-game and she'll likely change her mind though, hehe. Though if we start getting targeted for trouble at our own homes, she'll be more likely to change her mind on that sooner rather than later!


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))

While JJ is keen on moving up to better accommodation, he's open to whether shared or private. He's a little scared of Klikkinin to be honest. However he grew up in the orphanage, so he is used to living with others.

Still, he likes his new found privacy.


Iron Gods: Iron maps;

Perhaps it is better for you to think about common lodgment after we finish the first chapter.

What route would you like to explore once you get back to Jzadirune?


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'm going to suggest we try that central room off J33.

Probably keep spinning clockwise. Entry, Ragamuffin, Grick and then the room to the south, trying the SW door first?


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

I'll be spoilering Leveling, in case folks don't want to know what's coming...

Knucklin' Skulks and Opposing Clothing:

Level 2- Paladin

HP: +9 (+6 Ave+1, +2 Con, +1 Favored Class)

BAB: +1

Fort: +1
Will: +1

Divine Grace(Su)

Lay on Hands(Su)

Skills

Knowledge(Religion) +1
Sense Motive +1

Profession(Ratcatcher) +1
Lore(Jzaridune) +1


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))

BTW, group perception should head up to 16, as JJ put another rank into 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)

Cool on the group living.

JJ - the cut from the communal wealth doesn't yet include some of the more expensive gemstones and jewelry - was holding off selling those as its darn sight easier to carry 200GP in gemstones that coin.

If you need extra coin for the headband then go ahead cuts from the other sales will cover it along with current gems etc.

Think once the 1st Chapter is fully finished we consolidate our coin/treasure and look to upgrade equipment etc as necessary. Make sense?


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. Sounds good. I just note that JJ is the only one that I think has a light source, and he can't carry that and TWF, so the ioun stone/continual flame combination is kind of essential. I guess he could get continual flame cast on his new sword instead, but then he would have to wave it around continually and I'm guessing his arm might get tired after an hour or so.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

I think several of us can cast light though so I just tend to do that on my blade or shield


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)

Ryan has been keeping a light cantrip going while below also


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)

Coin updated from Maxim's latest sale.

Starting to remove loot entries that have been cleared out. Will double check all claimed items are sitting with "claimees" before I do.

Remember we have 8 sunrods as well gang.


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 gives up the extra sword he has claimed for practicing two handed combat with. It seems the practice has been fruitful.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Level 2 Advancement: 2nd Level Bard (Arcane Duelist)

HP: (Average d8+1) +2 Con +1 FCB = 8 gained

BAB: +1
Saves: Reflex +1 Will +1

Skills: 8 Ranks in Adventuring Skills & 2 Ranks in Background Skills

Adventuring Skills:
- Acrobatics 1 Rank
- Bluff 1 Rank
- Climb 1 Rank
- Diplomacy 1 Rank
- Intimidate 1 Rank
- Knowledge Local 1 Rank
- Perception 1 Rank
- Use Magic Device 1 Rank

Background Skills (& Rationale):
- Appraise 1 Rank
- Sleight of Hand 1 Rank

Feat: Combat Casting (Bonus Feat)

Spells: +1 0 level spell known (Mage Hand); +1 1 level spell known (Grease)


Iron Gods: Iron maps;

@Ruben delaying to see the result of the sleep spell will take your action this round actually!


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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

Hey folks, as a heads-up I wanted to let you all know that pending a clean preemployment check (which I don't anticipate being an issue since I don't do drugs and I'm good at hiding bodies) I should be finally rejoining the workforce within the next couple of weeks. As of now I'm not sure what this will mean for my posting rate but I'll be sure to keep you updated as I learn more! :D


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 for the win :) Good to hear - hope you'll still have the energy to keep our company hale and hearty!


Iron Gods: Iron maps;

Those sounds like good news Marigold!

Let's hope you can keep up with us :D


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 done.

I'll have to get some hints on the body hiding front from you.


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

Hehe, thanks everyone! Hopefully it won't affect my posting too much; if it's anything similar to the job I had before it'll likely just mean that I'll only be posting once on the days that I work and likely not until after I get home in the evening (CST or GMT -6).


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)

Congratz on the job outlook!

Work can be such a bother getting in the way of gaming :) Here lately I can hardly even sneak in a quick read at work much less post while there..


Iron Gods: Iron maps;

During the nest week my updates will happen less often and be short. I might not be able to update the map and perform other complex things like that.

Let's hope we can at least finish the mimic combat and move towards the next step of the chapter ;)


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 about the backing up of actions - something I try and avoid. Slammed at work at the moment - having to run appraisals of all the offshore techs I supervise (joy) - tis more time consuming than I envisioned!


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Yeah I'm in a similar position, away with work (in Aberdeen incidentally Dow) and without much time to post until Thursday


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)

Aberdeen! Where abouts and for how long mate?


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Staying in the Copthorne just off Union Street and flying back on Wednesday night. Way too far to drive from Swansea, it's at best 10 hours so had no option but to fly really but it meant getting up at 3am this morning... Zzzz


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)

Know it well. Our offices are on Great Western Road just 10 mins walk from your good self's hotel.

Alas I'm slammed at work, so grabbing time to meet up is nixed. Do you get up to Aberdeen much? If so maybe next time??


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Not so much. I travel a lot with work but the locations can pretty much be anywhere in the UK because I'm in website development and UX design and I've got to go to where the users of the service are likely to be.

So we have only come up to Aberdeen a couple of times in the last few years. My first time here, nothing like I expected to be honest and I really like it. Just had a spectacular 3 course meal in La Lombardi and about to pass out into a food coma...

But yeah if we do come up this way any time soon I'll give you a shout and we'll go for a pint or something.


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)

Done and done my friend.

Enjoy the food coma - 3 courses is a mighty effort :)


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 one of the things I was thinking about was a way to give darkvision to our scouts. Many times the GM has made mention our lighting was given our approach away. For 150gp you can buy a scroll that will give JJ 2 hours per casting. However it's a 2nd level spell will that cause any issues?


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))

In a few levels time, I want to buy darkvision goggles.

Not that it helps us just yet.


1 person marked this as a favorite.
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)

Traveling to Atlanta for the weekend, Daughter has a volleyball tournament. Will update as possible.


1 person marked this as a favorite.
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

Easter Weekend is upon us! Will be spotty on posts until Monday...

Lantern Lodge

SFS 05-99 BftB

Happy Easter everyone.


Iron Gods: Iron maps;

I finally got home and could update the map, so you can make a clearer idea of what is going on with those stubborn hobgoblins :)

This also means I can return to normal posting pace (if the website allows us to).


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)

Folks I'm going to be knee deep in work stuff for the next few, and am hosting friends from Norway on Friday until Sunday eve.

Will try and snatch the odd post when I can, but don't wait for Maxim should encounters come up.


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

No worries Maxim, hang in there (and have fun with your friends)!


Iron Gods: Iron maps;

Not relevant in this case JJ but remember your off-hand sword deals damage/2 (+1 instead of +3) unless you get Double Slice. Also checking for that feat I noticed you forgot to note Two-Weapon Fighting as your Style feat!


Iron Gods: Iron maps;

Although I am showing you what is below the elevator so you have more stuff to have fun with, do not hesitate to decide for another direction.

Also take your chance to add extra actions, as searching, doing something with the bodies, heal up, buff, etc.


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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))

oopse, sorry. Normally I get that right. Must have copied and pasted in hurry yesterday.


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)

Think we need to be canny with the elemental - two foes could brutalise us, so if we can fool one (Spike) and gang-tackle the big fella all will be well.

Dust of Illusion might work - someone needs to be a hob slaver, but failing that an invisible sneak move also works as a double whammy.

GM-R: This is likely me for the bulk of the next few days (might try and sneak in a sly post) - apologies on the bad timing as Maxim returning to the ancestral home is a story in itself... ;)

Will also update the loot sheet when I get a chance.


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Iron Gods: Iron maps;

No worries Maxim, work and having fun with friends is first.

I am sure there will be still nice Malachite dwarven stuff by Sunday/Monday ;)


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Apologies, GM.

Am I understanding the plan that Maxim proposes correctly that we are going to pretend to be prisoners...?

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