[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)


651 to 700 of 4,025 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

3 people marked this as a favorite.
Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Loot Musings

I'm working through the loot sheet selling up what is unwanted...

5 Way Spilt: 1192GP; 1700SP & 1323CP - Kitty would have 4SP
6 Way Split (incl. Ruben): 993GP; 1400SP & 1102CP - Kitty would have 2GP, 5SP, 6CP

At present we've a ton of Cure Light Wounds potions (7) - so at the very least everyone takes one...

JJ - You thought about the MW Longsword as your main weapon and your MW Shortsword as your off hand? As our (now) primary scout/pointman, perhaps at least one of the Darkvision potions would also be of benefit in your repertoire?

Kikinnin - Cloak of Protection +1: While we could all benefit from this item, reckon making you even more tough to bring down will only benefit us all.

Ryan - Scroll of Sound Burst can only be used by you my friend.

We have a Mithril Chain Shirt, which will fetch a pretty penny but is also a very cool thematic piece of protection. Maxim would love to own this in 3 levels time (10% spell failure) when I select Arcane Armour Training so if there is no takers I may well "buy it" with cuts from the loot.

Above are just thoughts - if anyone would prefer to sell certain items let me know, likewise if say Kikinnin doesn't want the Cloak but Marigold does - please holler.

Once we assign what's left (or not) I can look at whose got the lions share etc and those with less items picked up/gained will get gems or additional treasure to compensate or buy items (want to make sure everyone is getting a fair shake and all that!)

I've left gemstones before selling them as in groups I've played with in the past, PCs would buy gems and sundry treasure in exchange for coin to easier carry wealth etc. Leaving them in play at the moment should any of you want to do this.


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....

Jenya wrote:

St. Cuthbert Church

Jenya stands up as Ryan enters her office "I can tell by your face something has happened"

As she listens the report the woman seems truly satisfied "So all the children were returned? That is an outstanding work!" Jenya opens a box in her desk and places a large bag of coins over it "2500 gold pieces as promised. Your group made a great job. Oh! Let me not forgot!" moving to a cupboard at the wall she also brings 6 potions of cure moderate wounds and gives them to Ryan.

emphasis added mine I don't think you have this reward on your list and therefore in your splits

I'll look at the soundburst spell

everyone should take a cure moderate wound with Kikinnin and JJ taking 2, Ryan has spell of cure moderate wound from our initial trip below, complements of the church as well.

One other thing, were the splits above reflective of having purchased another CLW wand and the Sleep wand you mentioned


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 could use a MW longsword in his main hand. It would up his damage a little. I was thinking of just using paired short swords long term though. Given only one of his SSs is MW at the moment, there would be no increase in hit chance though.

Hmm, while the extra point of damage is nice, it actually hurts his primary to hit, and doesn't help is two-weapon to hit. I might stick with the short swords. Lets sell the MW longsword. If we find a magical longsword, JJ could change his mind about this, but for the moment I think he's happy with the balance of his short swords.

Happy to get the darkvision potion too.

I'll note down the CMW potions too.

JJs vote would be for a share for Ruben. At the very least to put towards the costs of getting him returned to flesh if we one day find someone who can do that.

Also with JJ wearing the +1 breastplate (assuming nobody else wants it) there is his regular chain shirt that can be sold and proceeds distributed to the masses.


2 people marked this as a favorite.
Iron Gods: Iron maps;

The newspaper was indeed borrowed from another GM. I also thought it is a great idea for the campaign! I merely changed some details.

This reminds me to give credit to the chapter we just finished. James Jacobs edited and revised all the anniversary book, but first chapter was originally written by Christopher Perkins. The name of the chapter: Life's Bazaar.

For those who find it curious and not meta to know, here spoilered is the list of changes I made to the chapter a part from the conversion to Pathfinder and adjusting some names and stories to match those in your backgrounds:

Changes:

- Added Ghelve's wife: I found too weak Ghelve's motivations for just a rat.
- The Grick was a Grell in the original: I made the change because I found no good translation to Pathfinder and the Grell seemed a bit too weird for the location to me.
- Xukasus: JJ's friend is an ogre in the original. Provided he is the product of a polymorph effect I found it a better fit to be a dwarf... I think that better explains his association with Kazmojen.
- Kazhun: I totally created this one from zero, to add drama to Kikinnin's story and give you something different than more hobgoblins to fight at the fortress.
- A couple of minor combats at Malachite were skip. Just a few more hobgoblins, another mimic and another automaton.
- Pyllrak Shyraat: a durzagon in the original, I found no conversion for Pathfinder, and after reading about it I decided to go for a totally different approach with this one. I will not go into details because he escaped.
- Prickles (the howler): It has the young template in the original, and thus medium size.
- Kazmojen: He has fast healing instead of regeneration, but I find regeneration to be more troll. It is weird, because they designed him to have penalties with the urgrosh, so he became an even tougher encounter when he lose the weapon!
- The Malachite Fortress: It is totally abandoned in the original. But that did not fit with our dwarves backgrounds, and I found it would be more interesting for us and to the campaigns evolution like this.


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)

@Ryan: Not taken into account any of the potential purchases, however MW Longsword and sundry gems etc will more than cover that.

With the 2500 added and the split going 6 ways (I agree Rueben should have a share) we're looking at 1410GP each.


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)

More Loot musings

Before I remove anything that's been claimed thus far - can you check you have it recorded on your character sheet, and likewise if there is anything yet to be grabbed or claimed that you have an eye for let me know.


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

Sorry, all! Memorial Weekend is dragging me all over the place...

Might I suggest a little alternative to Ruben's six-way slice? Getting him 'fixed' (the stone to flesh part of course) would run us 1650gp, and the services of an 11th level cleric, which I'm not sure we'd have access to in Cauldron. Others would know better, cough, cough.

If we can't get him soft and squishy any time soon, we cut it 5 ways, with the promise to bring him out of stony when we have the means. Otherwise, Cauldron's Red Light District has a new dashing sculpture on the house, with a promise on our part to visit and talk to it to catch Ruben up on our latest conquests...


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))

That could be a practical way of dealing with it.

Were Ruben not relegated to NPC status of course we'd be effectively doing it that way with the collective pot paying for his restoration.


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)

Okay sounds a plan. With that in mind (and a 5 way split - pending getting Ruben back to normal) - here's the new cut of the coin:

1, 692GP each
1, 680SP each
1, 322CP each

We've still got a shed load of gems, some sundry magic items and a collective pot holding 50 Platinum Coins, 229 Gold, 114 Silver and 5 Copper.

Btw am I the only one whose wary of those Platinum Coins? Perhaps we can trace this Beholder and his accomplice through the coins?? Can't be too many places that mints platinum (or maybe there is???)

Anyway musings over, back to melencholy Maxim lol.


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)

Not sure if we should sell the magic items, any from Jazridune anyways, either as with Maxim's current fate, would make it possible to spread the Fade to the locals of Cauldron. Definitely would lower the groups reputation to spread the vanishing in the city proper.

Hadn't thought about tracing the platinum, good idea though.


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))

Be nice if there were a way to work out what gave it. What about that bag of holding? Could that still have it?


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

It's tied so far as we know so far to the magic items created in Jazridune, guess it would depend on whether something had a maker's mark from Jazridune or not


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)

Given their negative effect wondering it they can be treated as cursed items (now we're aware of the Vanishing taint?)

Cursed items are any magic items with some sort of potentially negative impact on the user. Occasionally they mix bad with good, forcing characters to make difficult choices. Cursed items are almost never made intentionally. Instead they are the result of rushed work, inexperienced crafters, or a lack of proper components. While many of these items still have functions, they either do not work as intended or come with serious drawbacks.

Identifying Cursed Items: Cursed items are identified like any other magic item with one exception: unless the check made to identify the item exceeds the DC by 10 or more, the curse is not detected. If the check is not made by 10 or more, but still succeeds, all that is revealed is the magic item's original intent. If the item is known to be cursed, the nature of the curse can be determined using the standard DC to identify the item.

Think that last statement is particularly relevant now?

If GMR is amenable, then Maxim can check on items that are infected and either have them quarantined (should they assist in the cure?) or destroyed in Malachites Forges.

EDIT (Having read the gameplay thread): Noticed that Maxim had to save whilst masterworking the axes... Was under the impression that it was magic item usage that advances the disease, but am now wondering if using Jazridune's Crafters Fortune spell is also also furthers the potential effect of The Vanishing. (or just carrying the damn things)... Damn. May have to destroy the book and erase the spells - IF of course Maxim or one of you lot makes the connection...

(Had hoped to MW the group's weapons - was using the Hand Axes as a tester).


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

If it is a normal disease, it may have a progress of once a day.

JJ did failed his first save the evening we came up, and did another save during the day (probably the evening).

Not that he knows much about how diseases work, but mechanically it looks like a once a day check, and lose a couple of points of charisma when you fail. Most diseases you recover from after a save. Some of them you must make two or three in a row though.

JJs going to be running to Uncle Alex real fast now, but I wanted to get the public realization of his status post in, and give folk a chance to react.


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)

Not convinced it's just a normal disease... something more arcane or magical, and as such might be more resilient once its taken hold.

I mean if it wiped out a enclave of gnomes its not just a simple case of Remove Disease methinks...


2 people marked this as a favorite.
Iron Gods: Iron maps;

I think explaining the details of the Vanishing might go against the immersion.

But just so you do not feel fooled, take into account the Vanishing was written before Pathfinder affliction rules even existed.

I suggest you take more attention to what you have discovered in the Gameplay than to how Pathfinder afflictions are meant to work and everything will go fine ^_^


2 people marked this as a favorite.
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

Okay, trying to go back over what Marigold ends up with out of the loot pile now that a lot of things have been liquidated and we've gotten a few rewards:

Money (total noted above by Maxim)
Cure Moderate Wounds potion x1 (compliments of St. Cuthbert's clergy)
Cure Light Wounds potion x1 (we'd found enough for everyone to get 1, right?)

She'll also take (2) of the sunrods we found early on. She'll also carry that Delay Poison potion if no one else wants to hold on to it. I'm fine with Kikinnin getting the Cloak of Resistance.

I'll probably start compiling a 'personal' shopping list of sorts to be paid for with her share of the cut, but it probably won't be until later tonight or tomorrow.

Rereading posts, I realize I never weighed in on seeing if Juraan still wanted in. I'm good to invite him in if he's still interested!

In other news, I hope all the US folks had a good holiday weekend and that everyone else also had a good weekend! And/or a good PaizoCon if you got to go or spent the weekend following the updates :)


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

Kikinnin hit the mother lode with his armor and weaponry, and will not dishonor the offer to don the Cloak of Resistance. His player knows all too well how less resistant minds can be turned against the party at inopportune times. That being said, if it appears someone is more vulnerable, the black-beard will slough it off quickly enough to see its support rest upon better shoulders.

Noting it on Character Sheet...


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)

GMR, was Ryan able to determine how long Maxim and JJ would be able to go before restoration magic would be needed?


Iron Gods: Iron maps;

The books say it depends on the person inner resistance and luck.


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

'Inner resistance and luck'?! <Looks at Maxim and JJ>

Nice knowing you two...

;)


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)

Hahah. Laugh it up ironhide.

I topped up my flask with Vintage Vanishing Blend No 56... quite the toast eh ;)


2 people marked this as a favorite.
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))

Yeah.. we'll come back and haunt you.


Iron Gods: Iron maps;

I am around :)

Let me know if you want to try get cast any spell or other help.

We will also need to know whom is attending Ryan's tonsure and whether you accept the audience with the Major's Office or not.


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 will be at the tonsure, although depending on timing it may be more a spiritual presence :-)


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))

He is also totally up for visiting the mayor, but has pressing worries about fading away first!


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)

Been slammed at work and just heard the numbing news my Uncle died very suddenly last night - left me pretty off kilter - apologies all, so don't wait for Maxim in holding up the narrative guys, some great stuff being played out.

Will try and fire something up tomorrow.

Cheers


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)

Sorry for the family's loss Maxim, we'll look forward to your post when you return.


1 person marked this as a favorite.
Iron Gods: Iron maps;

Oh, those are terrible news Maxim. I am very sorry about it...

Do not worry about the game, came back whenever you feel it.


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

Condolences, Maxim. I'll tip some whiskey to his passing, and we'll remember ourselves and the time we still have.


1 person marked this as a favorite.
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))

Sorry to hear about your uncle Maxim. No need to hurry back on for us. Family first mate.


Iron Gods: Iron maps;

So, do you want to check on Xoden's workshop as proposed by Kikinnin before or wait for the Major's office?


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))

How long do we have before we are due at the Mayors? If it is not today, we should use the time we have and try to visit Xoden first.

Do any of us know much about him?


1 person marked this as a favorite.
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'm sorry for your loss Maxim. Take your time, the game will be here when you feel up to posting again.

Regarding what to do next, I'll agree with JJ here since we need to be efficient with our time. If we can possibly squeeze in checking out Xoden's place before we're due at the Mayor's then we should.


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)

Thanks for all the kind words guys - boards always renew my faith in humanity

In addition to Xoden's and the Mayor's Maxim will need to return to the Malachite to complete his crafting. Ideally fit in some studying and potential purchasing.

Ryan - all good on the gems for gold front - I'm musing doing the same as gems and treasure are easily portable wealth.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

On the subject of loot, Maxim has claimed the Cold Iron Dagger and Silvered Scroll Case (paid for the latter from his coin and added this to the communal cache).

If we have to pay for this adventuring licence for each of us, then the aforementioned communal coin can pay for this.

GM-R: Any update on a 6th member?


Iron Gods: Iron maps;

You will soon know more about it ;)


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))

You're an evil genius.

Sucker punch to the family jewels there.


Iron Gods: Iron maps;

Hahaha, I hope not all the surprises will be for bad :)

But definitely that is one of the times a GM really gets fun.


Iron Gods: Iron maps;

I have been working with Juraam in the character in order to include him within the party.

I hope he makes for a good 6th one. The AP is long and thus it is good to have a large group in the beginning, and it will help to go over the most difficult parts of the adventure.

Welcome Juraam, and feel free to comment with the group in order to finish tweaking together whatever is needed in the background, personality or stats of the character :)


Male Human Sorcerer (inactive)

Thanks, GM Rusteg.

I thought it would be fun to have a new PC who sort of ties in to most of the current characters.

For anyone who's curious; I used Corsican as an arbitrary choice for the halfling language in the posts. Just because.

You can also read Juraan's back-story, personality, and all that fun stuff.


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 aboard Juraan! So I guess Marigold would know you from the orphanage and seeing you around at Bluecrater Academy! Small world :)


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))

The beauty of a small town setting really. Everyone more or less knows everyone, or at least they look familiar.

Good to have you on the team.


Male Human Sorcerer (inactive)

@ Marigold: Yes, it would be a small world thing.
As I see it, you're probably in Juraan's good books.
Probably because you were bullied.

@ JJ: This is true.
It would be hard to not notice Juraan and his sister,
since they both have the same sort of strange eyes.

And you probably both remember Juraan and his sister as incorrigible smart asses.
Which is completely unfair.
It is true; but unfair. :D


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)

Welcome back Juraan, you're actually still in Ryan's backstory. Liked the scene and saw no reason to take it out. Been a crazy 36hrs will try to get a better post in later this evening.


Iron Gods: Iron maps;

It is fine to make a last minute buy and other arrangements Marigold.


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

Thank you! I should've done it sooner but I didn't expect we were going to be hustled out of Cauldron quite so soon, hehe.

Purchase List
Light Crossbow - 35gp
Bolts x20 - 2gp
Masterwork Backpack - 50gp
Tanglefoot Bag x2 - 100gp

Will that be acceptable? I forget the shopping options are a little more limited since our sources are more limited, but it's just as well since analysis paralysis is definitely a thing :)


Male Human Sorcerer (inactive)
Ryan Taskerhill wrote:
Welcome back Juraan, you're actually still in Ryan's backstory. Liked the scene and saw no reason to take it out. Been a crazy 36hrs will try to get a better post in later this evening.

Thanks. I forgot you had Juraan in your back story.

I changed Juraan slightly so he's human instead of half-orc.
And while at the orphanage he had a twin sister who was just as bad as he was (or still is?).
Minor cosmetic stuff.


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)

Marigold, Ryan collected the heavy crossbow from below and would gladly have given his light crossbow to her, save yourself the 25gp.

At all, left home this morning at 4am just getting home to stay at 10pm, brief post and going to crash. See you tomorrow.


2 people 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)

Added a MWK cold iron heavy mace to Ryan, GM, added additional 11gp for the modifications to the grip and the key motiff.

651 to 700 of 4,025 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [AP] The Shackled City by GM Rutseg - Tower Discussion All Messageboards

Want to post a reply? Sign in.