DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

thanks guys, I'll take the +4 CHA, and I'll give Dalamus the Headband of Mental Prowess int/cha + 2, if he wants, otherwise we can sell it.


Male Fetchling Slayer 7/ Red Mantis 5

Done. He will take the headband.


Male Fetchling Slayer 7/ Red Mantis 5

Tike is there a response from the sabre?


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

While in the new City, Ma'puande looks about for upgrading her gear. Trading in the Circlet of Blasting, Minor for a Circlet of Persuasion. She also looks for getting a +2 enchantment placed on her Masterwork Darkwood Shield. Which will tap her out for cash, I believe.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Can you wear a circlet and headband at the same time (head slot)?


Negative


Mapuande circlet: 1d100 ⇒ 35; available if she wants it in lieu of the headband of charisma +4 (can't wear both at the same time and it takes 24 hours to attune when you swap)

Note you're limited to two rings total as well. Don't know if you had one currently, but you picked up two so just a reminder there.

Epik and Ma'puande's upgrades don't require availability rolls, just time ... couple weeks. I assume you will return to Katapesh to get them then.

Sam, I'd say you have at least 2 weeks of crafting. probably take that long for Jenya to get everyone together for a meeting.

Nowzai and Dalamus good to go as well?

If so, post crafting requirements for the next 2 weeks and then I'll execute the meeting


Male Human Wizard (Conjuror) 10 / Loremaster 4

IF we have some legitimate downtime, Nowzai will probably scribe a few scrolls. I wanted to keep him engaged doing interim mayor stuff: securing city hall, hiring an assistant (ala Missandei) meeting with town leaders and nobles, getting the city guard in order, ensuring basic needs are met (food, water, shelter, worship), etc.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus was going to do some stuff in Katapesh, but with his sword quiet, he will wait until back in Cauldron.


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Sorry guys, RL was kicking my butt.
I am confused. looking at the Pathfinder OGC it says you can have Head items, and Headband items. I mean, if the DM says no, I'll go with it...But...


huh, you're totally right. I didnt realize there was a headband slot and a head slot. Odd, but that's the truth.

Go with it.


I am free Monday through Thuraday for a live session. Let me know if anyone else wants to hop in. I'll expedite the conversion if we decide to do it.


Male Human Wizard (Conjuror) 10 / Loremaster 4

I could probably do Wednesday night. Monday is out for Neal's 5e game (assuming we play this week).


Male Fetchling Slayer 7/ Red Mantis 5

Tuesday- Thursday work for me.


3 for Wednesday so far.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Wednesday works for me.


Leta shoot for Wednesday 8 eastern on Roll 20 and Discord.


I've got a work thing apparently. shift to 9pm eastern. Focus will be answers to various research and down time questions and to formulate a plan for the next steps. I wont start the nobles meeting at this session.


Male Fetchling Slayer 7/ Red Mantis 5

Roger that. 9pm est


Male Human Wizard (Conjuror) 10 / Loremaster 4

I completely failed to follow up on the live session. For Kam and Mark, we discussed a little about the friendly NPCs and what they've been up to (Tike will have to summarize properly), I think mainly the Redgorge siege and what Maavu (he's dead) and F&F were doing.

We spent most of the time talking about our plan to re-attack Vhalantru. We all agreed that walking back into his lair would probably go bad. I'd suggested trying to lure him into the open or to somewhere we hold a tactical advantage and can box him him, like a warehouse or something, but every thread ended with the same problem: that he can basically just blast a hole through and fly away.

So, after dancing around it for a bit, we decided the best strategy will be to scry on him to fix his location and disposition, and then teleport ambush the party to attack (hopefully with surprise).

Before we go, some preparation is required. First, I will research greater scrying, a 7th level (DC 25) hour/level version to get the info. I will look around and see if there are any items/spells to help augment that DC.

Everyone will need to prepare a list of pre-teleport spells and prep so that we're properly buffed up before we go.

Anything non-magical (tech?) is a boon because of the anti-magic problem. Probably ought to stock up on these (for the paralyzer spit):

PRD wrote:
Antitoxin: If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Smokesticks at the opening volley might be cool to limit his ability to target with eye rays, but it will also hurt our ranged. Not sure, but it might be a decent trade off if we can get a couple fogcutting lenses (or something similar).

I can teleport myself +4. I'm thinking Sam can scroll UMD an additional 4 (himself +3). 9 PCs = Nowzai, Sam, Epik, Dalamus, Ma'pu, Nemoris(?), ?, ?? and ???.

And we plan to do this sometime AFTER the town hall meeting.

What did I forget? Any questions?


Male Fetchling Slayer 7/ Red Mantis 5

We also discussed having some of the characters fly around as a distraction for the eye rays. I don't recall if we wanted to keep down that path or not, but it was discussed. We also discussed the need for non magical offense, so we need to figure that out as well.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Yes, we're going to need to fly so we can engage Valantru in melee. Speaking of which, we will need skill points in fly. GM, can we retrain to move skill points?


Yes, you have the down time. Just spend the cash and annotate it here.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sam can cast teleport now himself, as well as having a feat that allows a full round of actions the same round as the teleport :)

Feeblemind can also ruin it's day or a ray of enfeeblement as it's not like they have a high strength


For the Future of Cauldron meeting, this is how it will go.

I'll have a map of the Cusp and during each phase/round (there will be between 5 and 8 of them depending on when you arrive, some will be full phases, a couple will be discovery only.

Each phase, you will be able to engage with whomever you like, talk and role play or even perform other actions (spell casting within restrictions of the Cusp ... sneaking around, pickpocketing etc).

However each character can do one of two social rolls each phase:

-- You can choose to make one of 3 types of Discovery rolls (generally sense motive, but not always)
1) Analyze which skills you need to influence someone (if you don't want to roll the dice based on what you hear via role playing)
2) Determine an individual's strengths (topics to avoid that might make influence more difficult)
3) Determine a weaknesses (things that you can work into conversations to give you a bonuses)

-- You can choose to make an influence check to get that individual to vote a different way -- each individual has 2 to 3 checks (some have special circumstances for automatic success as well); the number of successes required to influence someone differs per individual as well.

Each individual has an initial preferred candidate, personal biases (that could provide bonuses or penalties) and possible hidden agendas that you may or may not uncover through your discussions.

You won't know exactly how well you've done (except by role-playing narrative) until the vote. It is virtually impossible for you to fully discover and influence everyone in this event to get 100% votes, so you will need to prioritize who you want to influence and possibly take risk in certain areas.

Who wins the election is based solely on how well you all do.

Questions?


Male Fetchling Slayer 7/ Red Mantis 5

Tike I am confused why in the last phase you disregarded my role. I have read these instructions several times and the way I understand it is, each phase I can roleplay and then make a social role. I started in phase 2 and started the social roleplaying then after gaining information made 1 role.

Each phase, you will be able to engage with whomever you like, talk and role play or even perform other actions (spell casting within restrictions of the Cusp ... sneaking around, pickpocketing etc).

However each character can do one of two social rolls each phase:

-- You can choose to make one of 3 types of Discovery rolls (generally sense motive, but not always)
1) Analyze which skills you need to influence someone (if you don't want to roll the dice based on what you hear via role playing)
2) Determine an individual's strengths (topics to avoid that might make influence more difficult)
3) Determine a weaknesses (things that you can work into conversations to give you a bonuses)


Male Fetchling Slayer 7/ Red Mantis 5

Tike I am confused why in the last phase you disregarded my role. I have read these instructions several times and the way I understand it is, each phase I can roleplay and then make a social role. I started in phase 2 and started the social roleplaying then after gaining information made 1 role.

Each phase, you will be able to engage with whomever you like, talk and role play or even perform other actions (spell casting within restrictions of the Cusp ... sneaking around, pickpocketing etc).

However each character can do one of two social rolls each phase:

-- You can choose to make one of 3 types of Discovery rolls (generally sense motive, but not always)
1) Analyze which skills you need to influence someone (if you don't want to roll the dice based on what you hear via role playing)
2) Determine an individual's strengths (topics to avoid that might make influence more difficult)
3) Determine a weaknesses (things that you can work into conversations to give you a bonuses)


You made three rolls for discovery on the Vanderborens and I gave you the information based on that (although only one was requited/allowed). Now you've attempted a knowledge local roll to influence, I can use it for Phase 3.

So I didnt disregard it. I am just deferring it. Didnt write it up in this last bit.


Male Fetchling Slayer 7/ Red Mantis 5

I guess I was confused on the phases. I thought I had made the one roll on phase 2 and now we are phase 3, but those 4 you are saying were all done in phase 2.

got it.


I hope you'll forgive an outsider's brief intrusion...

I just found this game on the boards about a month ago, and just caught up to current (the election maneuvering).

Bravo! Please keep it up!


No problem. Welcome to enjoy. We have been playing for about 10 years. Slow spots and fast bits, it has worked out.

We will finish, unless I die of old age first.


Male Fetchling Slayer 7/ Red Mantis 5

How much of the game did you read through, there is a lot of material there!


Dalamus Othreleth wrote:

How much of the game did you read through, there is a lot of material there!

All 8000-odd posts in this thread. It looks like I missed a bit at the beginning. (Some friends of mine recently finished this AP on a RL tabletop)

Is there an old thread on another site?


We started via email. Essentially all of Chapter 1. We completely skipped Chapter 2 (which wasnt part of the original anyhow) and then started these boards with Chapter 3. Also some live sessions that were not incorporated. I did a summary a while back for top level.plot moments but there were some RPG gold moments that have been lost to the archives somewhere.

Since you read it all and if you are inclined, I'd welcome any PM comments on glaring plot holes or confusing pieces you ran across. When it takes years, sometimes ideas and foreshadowing dont play out the way I envisioned them.


About to have a break on the trip. Will add a post later today or tomorrow.


I know I'm behind. I'll get to it shortly


Male Fetchling Slayer 7/ Red Mantis 5

No worries. When you do catch up, can you send an email to the group? I always end up lagging the group when there is a long delay.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I can just shoot you a message here...


I intend to use a different tactical map ... thought I had a better dock map than the one I put in here, but couldn't find it. I found it in another campaign map folder today, so once the game gets closer tactically, I'll swap it out.


Sorry for the continued delay. On travel and I forgot to bring the creature's stats with me ... not one that's available online unfortunately. Will be back this weekend.


Male Fetchling Slayer 7/ Red Mantis 5

No worries.


Male Fetchling Slayer 7/ Red Mantis 5

I am away this week on a business trip, so there will be delays in responding to posts. Either run it, or expect delays.


The party is looooong over due for a level up ... you've gained enough XP to level up on your next rest .... whenever that might be.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik's 14th level stats are posted in his profile.

+5 HP
Added a 4th level spell: Restoration
Skill points: +2 Diplomacy, +1 Perception


Male Fetchling Slayer 7/ Red Mantis 5

Whoa, whoa.....slow down there high speed, we have to wait 4 months before we can get a rest in.....You are not there yet!! lol


Not gonna lie. There's a lot of truth to that.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

HD - 1d8 + 2 + 127 ⇒ (5) + 2 + 127 = 134

FCB - .25 Arcane Point

Skills

Disable Device +1
Fly +1
Knowledges +1 (Arcane, Dungeoneering, Planes)
Perception +1
Sense Motive +1
Spellcraft +1
Stealth +1
UMD +1

Spells

Corrosive Consumption
Wall of Stone


Dalamus was right. Just about four months


Male Fetchling Slayer 7/ Red Mantis 5

Sadly. I was hoping that I was exaggerating... lol


Male Fetchling Slayer 7/ Red Mantis 5

What level are we supposed to be? I see Epik is 14 and Sam is 13. I am not sure if I missed a level in the past.

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