Shackled City (Pathfinder) - GM_Chris

Game Master Chris Shannon 719

This will be the Shackled City adventure path using the Pathfinder rule set. However, the existing deities (i.e. St. Cuthbert, Pelor, Wee Jas) will not be converted to similar Golarion gods.


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M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

I'm reviewing the treasure sheet

It seems to indicate a few things that Glim has, which he never took, and I want to make sure they did not slip through the cracks.

#1) Row #198 seems to indicate that Zenith's belt of strength was picked up by Glimmil. Yet, Glimmil ordered his own belt from Skie's as noted here and I believe Toffitt actually ended up with this belt after some discussion with Finneas

#2) I also see Glim picked up a Ring of Protection +1 very early in the campaign. Somewhere along the way I stopped adding this bonus to his armor (doh!). If he picks up the +2 Ring, the original +1 ring is available for something (ring originally found here)

TLDR: We have an extra Belt of Strength +2 and Ring of Protection +1 available. (Or 3,600g if sold at 60% value)


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

OK, recapping here.

After Alek was rescued Glimmil has 15,246g.

He's planning to spend:
2000g : Add +1 to his existing masterwork lance
1125g : Get Toffitt to brew 3 potions of Fly

This brings Glim down to 12,121g.

To add "holy" to his hook-hammer, he needs 16,000g.

If nobody needs the ring of protection +1 and belt of strength +2 (and Glim got to keep those proceeds), that brings him up to 15,721g (or just 279g short from adding "holy" to his weapon). If this ends up coming to pass, Glim will just do 2 potions of Fly to save 375g, try to get "holy" added to his hook-hammer and end the process with 96g.

Otherwise, if Glim ends up short on adding "holy" (because someone wants the extra ring or extra belt, or we need the money elsewhere in the party), here's the back-up plan.

Back Up Plan:

Plan A
Add +1 to full plate for Champion property -3000g
Add +1 to shield -3000g
Buy a headband of charisma -4000g
Spent: 10,000g
Remaining: 2,121g*
* Maybe a +2 cloak of resistance to consume 2000g here.

Plan B
In this case someone takes the belt, Glimmil sells the ring, and Glim simply doesn't get the lance enchanted, and instead gets the hook-hammer enchanted. Which would be:
+15,246g
+720g (5 way split from selling ring/belt)
-16,000g (for the "holy" enhancement)
Net: -34g (which he'll cover by selling something mundane)


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

4 posts in a row.

With Dyrant's encouragement, the holy is the priority here. Assuming the belt/ring go unused, that's what Glimmil does.

The +1 to the lance is a coin toss. Instead, there may be an extra 2,000g available to Dyrant for his purchases, I'll leave that up to him, since it feels like the "holy hammer" will see a lot more use in the upcoming chapter.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

9892 start gold
+500 from Finn
+562.5 sell scroll of fireball, clair/clair*2
+50 sell scroll of mage armor*2, sleep, command
------
11004.5

Shopping List:
700 Scroll of Greater False Life
3000 Metamagic Rod of Extend, Lesser
3000 Elemental Metamagic Rod (Acid)
3000 Cloak to +2
187.5 scroll of Sleet Storm
350 scroll of Wall of Ice
750 Potion of Magic Circle Prot Evil 10'
--------
10987.5 spent

1d20 + 18 ⇒ (1) + 18 = 19 Teach Greater False Life to Aralynn Phew!


A holy weapon for Glimmil might be a stretch at this point. I'm not sure if he has enough good will from any church to hurry it along like Finneas and/or if Glimmil has the focus for such a process. For him, it seems like a much more standard process through Vortimax. I'm open to roleplaying ideas to speed up the process from 16 days, but don't have any of my own. The party could also wait 16 days, but then my BBEG get to do stuff. Ideas?

I'm sure there's a +1 hook hammer lying around you could borrow while you wait for yours to be enhanced. Or, if you're not attached to this one, you could see if Dyrant will teleport you to Sasserine to check stock there.

1d100 ⇒ 98 - LOL. Or, it looks like Skie for some random reason has one. Maybe she saw where you were headed for a while (eventually facing demons that is) and ordered one for you several weeks ago.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Solution #2: Unsell Alek's Holy Longsword and instead give it a transformative enchantment. It's a flat 10k gp. Presto! Holy Hook Hammer!


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Nice time to roll the 98!

Glimmil is happy with either option (the hammer that Skie has gotten her lovely hands on, or Dyrant's suggestion to morph Alek's longsword into one).

I'd love this acquisition to be something of a "special event" (this hammer needs a name!). If it's the one that Skie got into stock, I will graciously accept if it has some sort lore about it of the GM's discretion. Undoubtedly it came from somewhere far away (the Kron Hills perhaps?) and has a story behind it, since holy hook-hammers wouldn't exactly be falling off trees.

Glim's not exactly the best mind to name his "Triple-H".

Also, FWIW, at this point, Glim's going to keep adventuring with Cog.

On an additional note, Glimmil would love to start a formal establishment (in Jzadirune of course) for the gnomes of Cauldron to worship Garl (as well as the rest of the gnomish pantheon).

At this point, Glim's likely to have the most divine class levels in Cauldron though, but he's happy to share what he knows and get the process started for some gnomish clerics or oracles. :)


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Holy hook hammers hackman!


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Hey! We should've recognized Nabthatoron!

Does this mean the Cauldron Five is now more legendary than Surabar Spellmason? :)


More expensive, but I like the idea of Skie being the gifter. After the discount would be 14,400 difference and I'll reward the party for Dyrant's thinking and drop the cost to 10,000. I'll post when I've had time to think up something appropriate.


I've left the 3 potions of fly crafted by Toffitt on Glimmil's sheet, but think I need one more accounting with what's being done. I think it's:

Buy
+1 lance - 2000
Holy enchantment (via Skie's gift) - 10,0000
This would leave Glimmil 2,121

Sell?
ring of protection +1
belt of strength +2


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Holy Hook Hammers! That's Nabthatoron?! That's the guy who came to kick our ass!? And the thing that was re-enacted at the party was that fight!?!? AW ::BOOOM::

::Mind blown::

Nice catch Glim!


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class
GM_Chris wrote:

Sell?

ring of protection +1
belt of strength +2

Definitely.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

How about making it 14,000 but an intelligent weapon that's smarter than Glim? :-p

Thanks for connecting the dots, Glim! That's awesome.


Yeah, nice job Glimmil. I totally missed the opportunity to connect it to the party.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

I spent a few hours mining the threads to catch up on loot that I missed and the name was quite familiar.

Thanks for the discount, and the great idea, Dyrant.

On the repeat accounting, I have:

Holy enchantment -10,000g
Lance +1 (since Dyrant didn't need the funds) -2,000g
Potions of Fly X3 -1,125g

I believe Glimmil would have 996g left.

Then...

Sell the ring and the belt, and distribute the proceeds to all!

If we get 60%, it should be 3600g, or 720g to each of the five of us.

This would bring Glim up to 1,716g which he'll tuck away for a rainy day, or have available for inter-party loans or Atol's wand purchases.


Note on the hook hammer. Technically it's a double weapon requiring each end to be enhanced. This has always bothered me, but I understand the game balance especially when it's being used as two weapons. Since it's not being used for two-weapon fighting in this case, I'm going to make the pick end +1 and the hammer end +1 and holy. So, technically worth 20,320, but it'll never be sold.

I don't think Glimmil has broken any of these rules, but don't forget you can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.


Inputted numbers into spreadsheet. I trust my math more than Glimmil's. ;)

Currently show
Atol - $760
Dyrant - $737
Finneas - $1404
Glimmil - $2481
Toffitt - $1059
So, party total is $6804 if there is some last minute group purchases/crafting needed.

EDIT: Breath of life scroll added.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1
GM_Chris wrote:
Note on the hook hammer. Technically it's a double weapon requiring each end to be enhanced...

Hmmm, I totally overlooked this. This will be the first double-weapon I've ever seen used in the last decade of tabletop gaming!

Probably because most of the pictures I've seen of hook-hammers looked like this

But I see it's also depicted like this by even more artists, which makes it a little more Darth-Maul-ey.

Glimmil picked up Improved Critical at level 9, does this mean he should pick a single end that it applies to?

To cap the costs, I'm OK if if the enhancement is all on a single end and Glimmil will just use that end for the time being. Then, I suppose he could add Dyrant's Transformative enhancement next (when Glimmil digs up enough gold to cover it) and it could morph from a hammer with the hammer side carrying the enchant (with the hook side having none) to the hook side having the enchant (and the hammer side having none) as needed? I'm also fine with the split enhancement as well, but just wanted to point out that the rules didn't need to be stretched if they were...

BTW, thanks for all the gnomish fun. With the gnome love, it's only a matter of time before they are running all of Cauldron!


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Glimmil will pray for slightly different spells before the next journey.

He'll swap Suppress Charms for Litany of Righteousness (presumably Atol has the suppress charms spell handy, via a scroll at least?)

He'll swap one of the Divine Favors for a Litany of Sloth

@Atol: Actually it would probably make sense for Glimmil to carry at least 1 scroll of Suppress Charms since he's now immune to such effects. Can Glimmil commission one to be made?


As we head into a new tier of combats I've looked over characters to make sure I understood them and had a few questions/concerns/notes/etc, partly for the players and partly for me.

Atol
- Any extra protection for your familiar or just hanging out in your pocket?
- 25 AC now? Man, Dyrant is my only easy target left. Oh well, that's okay.

Dyrant
- Aralynn is tiny and needs to enter squares to attack, deliver touch spells, etc.
- Is Aralynn LG or LN?
- How are you storing/keeping the rods?

Finneas
- Has curse so dropped things end up 10' away.

Glimmil
- I see furious focus so you keep your full BAB on your first power attack. Just remember it only applies to first. You rolled it correctly last battle +15/+7, but your page shows +15/+9 currently.
- The shield has limitations. It takes a move action to put on or take off. It prevents you from double handing the hammer.
- Cog has the amulet of mighty fists. I don't think that's been calculated in and will help with DR at some point.
- He has auras of courage & resolve now (so +4 to fear & charm affects for those within 10' of him).

Toffitt
- Light fortification from discovery
- Stats vary greatly depending on mutagen, heroism, rage, crowd control, power attack. When possible, please make sure bonuses are clear.
Attack: BAB +7, Finesse +4, Weapon Focus +1, Magic +1 = 13 plus possibly: Heroism +2, Mutagen +2, Crowd Control +1, Rage +1 = Max of 19
Damage: + 1 STR & +1 magic plus possibly +4 Power attack, +1 Rage
- How is the base damage +7? Where is the other 5 coming from?


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs
GM_Chris wrote:

Toffitt

1. Stats vary greatly depending on mutagen, heroism, rage, crowd control, power attack. When possible, please make sure bonuses are clear.
Attack: BAB +7, Finesse +4, Weapon Focus +1, Magic +1 = 13 plus possibly: Heroism +2, Mutagen +2, Crowd Control +1, Rage +1 = Max of 19
Damage: + 1 STR & +1 magic plus possibly +4 Power attack, +1 Rage

2. How is the base damage +7? Where is the other 5 coming from?

1. I'll start to break bonuses down more. Rage could be up to +2 more if I put it all in DEX, and probably will be now that he has an Agile weapon

2. with the Agile property on his blade, DEX now adds to damage instead of STR. So damage potential is: 1d8 + 4 DEX + 2 Mutagen DEX + 2 Rage DEX + 1 Magic + 6 Power Attack + 4d6 sneak


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Aralynn is Lawful Good, the shiniest kind of good there is.

The rods, like his scrolls, are kept in the handy haversack (move action to retrieve) unless otherwise stated.

We agree about Aralynn's attacking...save for her burst, which is slightly bigger, but pretty useless.


Doctor Abner Svengalu Toffitt wrote:
+ 6 Power Attack + 4d6 sneak

Thanks, but isn't the Power Attack only +4? You're level 9, but only BAB 7.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

He can double hand his dueling sword, which multiplies it x1.5. Part of the exotic weapon benefit. He does not, however, then multiply his Dex damage bonus by 1.5.


Okay. Feel like I need one of those grappling flow charts. :-)


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

I'm not 100% mistake prone, but, er, 'trust me.' I tend to triple check when I'm activating complex buffs. Will spell out where bonuses are coming from though.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

I've just added another spell/infusion that I'll be trying out. To clear up what it does:

Ablative Barrier is somewhat like mage armor, in that it gives a +2 armor bonus that counts against incorporeal.

More importantly, it turns the first 5 points of damage to nonlethal, up to 5/caster level before it disappears. If the damage is already nonlethal, it acts as DR 5/-.

For Toffitt, this will mean that he heals 5 of that nonlethal + 5 real damage whenever he activates his Spontaneous Healing ability. The combination of abilities makes it quite a bit more powerful.

As always, if something turns out to be totally broken I'm open to feedback and finding interesting alternatives that tone it down. However, we're nearing a level when high AC won't be that sustainable, and so I'm looking at ways to make him more hearty.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

As far as my familiar goes, yes he has little protection. I keep forgetting to buy a Familiar Satchel, but will do so now (-25gp).

"This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water."

Doen't do anything game wise, but it's a role playing issue.

I want to get Hosteling Armor, but haven't had the 7.5kgp to do it yet. Eventually....

Total cash spend this post 25gp.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Actually the familiar satchel counts as total cover for the familiar, which makes things like Unholy Blight not work.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1
GM_Chris wrote:

- I see furious focus so you keep your full BAB on your first power attack. Just remember it only applies to first. You rolled it correctly last battle +15/+7, but your page shows +15/+9 currently.

- The shield has limitations. It takes a move action to put on or take off. It prevents you from double handing the hammer.
- Cog has the amulet of mighty fists. I don't think that's been calculated in and will help with DR at some point.
- He has auras of courage & resolve now (so +4 to fear & charm affects for those within 10' of him)

I was literally editing Glimmil earlier for the new Holy Hammer, and that was a copy/paste error on his sheet (I didn't include any power attack adjustments). It should be corrected now.

I'll need to check on the shield. We've always played that non-bucklers have a handle and they can be dropped just by opening your hand.

I did include the amulet for Cog, although the timing of your post, you may have missed that edit.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

As per dinner discussions, Atols Full Plate Armor (for which he has NO Proficiency - He just thought armor was always that ill fitted) turns into Breastplate +1 and Atol gets 1,300gp back into his funds for future expenses.

GM_Chris, if it's OK, I'll just take it in scroll scribing inks which I'll bring along on the trip just in case there's down time. That way you don't need to edit the treasure sheet, and I have some spare ink.

...assuming I'm not killed outright by the demons. :)

My current AC in the Demon fight is 18. My normal AC with armor is now 21.


Yes, I just ruthlessly killed Atol again. Don't worry. He's got two hero points for a miraculous save.

I've removed two of the demons from the combat. The 1d4+2 roll was 6. I was going to have them pop into flank with Dyrant.

In any case, this death and destruction seems an appropriate introduction to the Abyss for the party. Let's see what they got.


Atol can cheat death for two hero points and end up stable at -1. In their frenzy with all that blood and the red tint of Occipitus the demons were not as careful as they thought.


Posted. Went to coffee. Found my post eaten by the post monster!!! I think I have it saved with Ctrl-C. We'll find out in a couple. Atol took 107 damage.


And now it's there. Phew!


Hmm. At higher tiers in the Abyss, it is safer to travel spread out to avoid fireballs and meteorites or close enough to prevent babou assassination teams from popping in your midst? I'm guessing a fireball would've been very welcome at this point.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Yes, I think we might be marching phalanx style if and when we survive this...


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

I was banking any devils running around would first go for the annoying paladin radiating that obnoxious aura of holy goodness - in which case Glimmil being 20 feet away from everyone else is a good thing.

I need to get Glimmil a banner to carry with a big arrow that points at him to take some of this pressure off Atol and Dyrant.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

My bad, part two. I keep forgetting that technically Toffitt's ioun torch might counter Darkness. I think it's pretty cheesy that it would do that, but it does get its effects from Continual Flame. Would've solved part of our problem... Sorry all.

Atol somewhat belatedly thought of getting a heightened continual flame thing after we departed. Not sure how many random spellcasters in Cauldron would have Heighten Spell, but sounds like a great future idea.


I believe everyone started level 9 with two hero points, but I could be wrong. I've started tracking hero points here: Hero Points


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

I think that's right. Sorry for trying to use an extra - wasn't thinking straight! Must be the blood in my eyes. ;)


Overland movement for Atol at 20' is 2 miles/hour. Given the party resources, eliminating the 1 point of non-lethal damage every other hour shouldn't be a problem. So, we can double that to 4 miles/hour. 8 hours of sleep for spells and an hour for meals, etc, leaves 15 hours a day for travel. So I could see a crazy forced march backed by spells taking only two more days to the cathederal.

Rolls:

Day 1 - 8 x 2 = 16 miles before hustling
Night
1d100 ⇒ 33
1d100 ⇒ 100
1d100 ⇒ 34
1d100 ⇒ 18
1d100 ⇒ 41
1d100 ⇒ 69
1d100 ⇒ 20
1d100 ⇒ 56
Day 2
1d100 ⇒ 4
1d100 ⇒ 99
1d100 ⇒ 6
1d100 ⇒ 50
1d100 ⇒ 54
1d100 ⇒ 23
1d100 ⇒ 61 +28 = 44
Lunch
1d100 ⇒ 4
1d100 ⇒ 18
1d100 ⇒ 70
1d100 ⇒ 32
1d100 ⇒ 25
1d100 ⇒ 90
1d100 ⇒ 61
1d100 ⇒ 37 +32 = 76
Night
1d100 ⇒ 6
1d100 ⇒ 82
1d100 ⇒ 84
1d100 ⇒ 42
1d100 ⇒ 89
1d100 ⇒ 56
1d100 ⇒ 94
1d100 ⇒ 4
Day 3
1d100 ⇒ 26
1d100 ⇒ 63
1d100 ⇒ 3
1d100 ⇒ 78
1d100 ⇒ 7
1d100 ⇒ 29 +24 = 100

Hmm. Even at the double-time rate, by the tables, you're looking at 3 encounters tomorrow, 2 tomorrow night, and 2 the next day.

I suspect no one is interested in 7 random encounters.

Thinking...


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Actually I had been travelling without my armor (mage armor only) so we've moved at 25' (Finneas' armored speed) up to this point.

Atol is putting his armor back on though after this fight.

hehhehehe, 7 random encounters like this last one? :D Atol ponders another use of the Plane Shift... back home!


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Sounds like we need to sleep inside a rope trick room!


I'm going to see what additional precautions the party takes after the rude introduction to the Abyss and then speed through most of the seven encounters via narative. The only resource the party used here was hero points. While valuable, they were worth it. Removing the potential for sneak attack ended the encounter. I don't see these encounters draining too many non-renewable resources and the party can time approaching the Cathederal when fully rested. In short, I'll probably run one or two more encounters after the party preps wtih varying tactics (it won't be just more babau assassination teams).


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

This is where rope trick and teleport could be very helpful to us... I have a question: if you can see a mountain in the distance, does that mean you have line of sight where teleport is concerned? I, of course, think yes.

If that *did* work, maybe there's a possibility of Dyrant scribing a scroll of teleport, and teleporting us all there in one day? After resting for one night, of course...


There is some forest to pass through before the Cathederal. You can see the edge of the forest so it would fall under "studied carefully." You could cut about 60 miles off the trip. However, a scroll of teleport is 1,125. Even allowing for a 9 hour crafting day so it doesn't go to a next day, that would mean 9 hours in camp. In that time you could travel 36 miles, so you're only netting about 24 miles (or 6 hours).


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

I guess Dyrant doesn't have the ability to summon the Holy Chargers of Cuthbert (mount). Hm...


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Well you mentioned previously that we could see the mountain in the far distance.

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