[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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Iron Gods: Iron maps;

Great life to red beacon with roses poems! :D

It was a weird day for me. We went to a Sirian restaurant we had been during our first S. Vale's day but kitchen was closed because some problem we could not understand. We ended up in a pintxos restaurant. I am still suspicious by the fact my wife accepted a night at a loud place were I could drink beer and ate pork.


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 shouldn't have done that. Clicking on a blue link to a restaurant, before lunch. She's a wise woman, as she plays the long game. With time and interest, a pintxos restaurant becomes a Mediterranean cruise, with an all-you-can-eat buffet, 24 hours/day, 7 days/week, for the month you'll have on the ship...


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've always wanted to go on a cruise.. but might wait for the current bug season to well vanish.


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

Yeah, I'd love to go on a cruise some day...


Shadow's Status

Cruises are ok. I prefer to fly to a destination and just be there than to be beholden to the cruise time tables in port.

I am back, will try and catch up, LOT of posts! :-)


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 sheet updated gang.

@JJ: No issues with you claiming the +3 Cloak of Resistance (anything to bolster your ability to not succumb to our foes enchantments and magical effects lol).

For some reason I was always under the impression (likely mistaken) that Amulet's of Natural Armour did not stack with worn Armour - this the case or can they be combined? Did consult the inter webs & forums but there seems to be a tonne of conflicting info and conjecture. Anyone care to clarify :)

@GMR: Maxim will likely pillage Fetor's spell book - could you list what juicy enchantments he can find there please and thank you.


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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))

Yes, amulet of natural armour gives a "natural" bonus. Or rather provide an enhancement bonus to your natural armour.

You may be thinking of Bracers of defence, which give an "armor" bonus, so don't stack with normal armor.

Natural armor and normal armor do stack as they are different bonuses. The enhancement bonus to the natural armor is not the same as an enhancement bonus on normal armor (different underlying armor types).

This is just like you how can have an enhancement bonus to your shield and and enhancement bonus to your armor. You can also have an enhancement bonus to your natural armor.


Shadow's Status

Got sick for the third time this Winter. Wheee.

The least damaging of the three illnesses so I will be posting now before work! (That means now).


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Kythel of Nisroch Updated Spell List:

0th – 4 Create Water, Detect Magic, Guidance, Resistance
1st – 5+D (Obscuring Mist) Detect Evil (cast as Cure Light), Protection from Evil (cast as Cure Light), Endure Elements x3 (all cast)
2nd – 5+D (Cure Moderate Wounds) (Cast) Bear’s Endurance x2, Silence, Remove Paralysis, Shield Other (cast),
3rd – 4+D (Water Breathing) (cast) Water Breathing, Protection from Energy (cast as Cure Serious on self), Dispel Magic (cast), Searing Light,
4th - 3+D (Cure Critical Wounds) (cast), Blessing of Fervor (APG), Restoration(cast), Holy Smite
5th – 2+D (Ice Storm), Flamestrike, Holy Ice (Ultimate Magic)


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Kythel could use the Ring of Counterspells if no one else is interested.

The Rod should probably go to someone with more blasting power than Kythel.


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

Maxim will claim the Rod if no-one else wants it. Ring is yours Kythel :)

I'll also snag the Headband of Vast Intellect also unless someone else has designs upon it??

@GMR/Gang: Regards movement on the map - Maxim is 10ft from entering the room... Can he take 10ft standard move, then 5ft across the lattices for a DC5 check - or does he have to commit to half movement right away (and as such can only reach the gateway of the room (where Kikinnin currently is)??

Trying to get my head around the "split move" to avoid terrain obstacles.

Thanx ahead of time :)


Iron Gods: Iron maps;

Tough question. In order to avoid over complicating stuff I will rule you have to commit to that speed for your whole 'move action'. I know it is not the most fair ruling, but I do feel doing it otherwise will open weird movement causistries.

I am open though to review this ruling if someone can come up with something fair an easy to understand and implement.


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
GM Rutseg wrote:
Movement through the lattices: roll a Escape Artist DC 25 to avoid touching them. Moving at half speed reduces the DC by 10 and moving extremely carefully (five feed per round or less) reduces it by 20 (if you take a movement action, because a 5' step will be considered full speed)

Full Speed Movement through the room (Two Move Actions, or a Move Action and a Standard Action), each 5' square rewards us with Cold Damage (1d6/square?) and Negative Energy Damage (1d6/square), unless we make an Escape Artist DC 25, then no damage.

i.e. Kikinnin Charges, moves 40', and suffers 8d6 Negative Energy Damage(unless he makes his DC 25 Escape Artist Check), or Kikinnin moves 20' and attacks and suffers 4d6 Negative Energy Damage(unless he makes his DC 25 Escape Artist Check).

Half Speed Movement through the room (Two Move Actions, or a Move Action and a Standard Action), each 5' square rewards us with Cold Damage (1d6/square?) and Negative Energy Damage (1d6/square), unless we make an Escape Artist DC 15, then no damage.

i.e. Kikinnin Charges, moves no less than 10' but no more than 20', and suffers 4d6 Negative Energy Damage(unless he makes his DC 15 Escape Artist Check), or Kikinnin moves 10' and attacks and suffers 2d6 Negative Energy Damage(unless he makes his DC 15 Escape Artist Check).

Full Round to Move only 5'(One Move Action, can still perform a Standard Action), that one 5' square rewards us with Cold Damage(1d6/square?) and Negative Energy Damage (1d6/square), unless we make an Escape Artist DC 5, then no damage.

i.e. Kikinnin moves 5', and suffers 1d6 Negative Energy Damage(unless he makes his DC 5 Escape Artist Check) and he can still attack once.

I'm with GM Rutseg- when Maxim burns his 10' movement through the hallway, he's under Normal Terrain. Entering the room begins the New Terrain penalties, and he would have had to spent his Full Round to gain 5' under the DC 5.

I had considered a straight Run to the other door, x4 movement for 80', and suffer 16d6 Negative Energy Damage for the trouble... Unless Lattice is generally Difficult Terrain? That is unclear to me.

I'll be glad to have the Lattice behind us...


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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
JJ wrote:
Tarry Demodand

Seriously? That sounds like it could be someone's name, haha.


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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))

Porn-Star name.


Iron Gods: Iron maps;

Not completely my fault, it is an actual Paizo monster xD

In the original adventure it is a Kelubar Demodand, but they did not publish stats for Pathfinder. Instead of using the D&D3 stats I chose to use the Tarry Demodand which is a CR 13 exactly and it is also considered the backbone of the demodand army.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20
GM Rutseg wrote:

Tough question. In order to avoid over complicating stuff I will rule you have to commit to that speed for your whole 'move action'. I know it is not the most fair ruling, but I do feel doing it otherwise will open weird movement causistries.

I am open though to review this ruling if someone can come up with something fair an easy to understand and implement.

Agreed, better to have something standard that is easier to digest especially in a PbP. :-)

Kythel will be moving slowly through the latticework like his last time but then he is not a front liner!


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Kythel of Nisroch Updated Spell List:

0th – 4 Create Water, Detect Magic, Guidance, Resistance
1st – 5+D (Obscuring Mist) Detect Evil (cast as Cure Light), Protection from Evil (cast as Cure Light), Endure Elements x3 (all cast)
2nd – 5+D (Cure Moderate Wounds) (Cast) Bear’s Endurance x2, Silence (cast), Remove Paralysis (cast), Shield Other (cast),
3rd – 4+D (Water Breathing) (cast) Water Breathing, Protection from Energy (cast as Cure Serious on self), Dispel Magic (cast), Searing Light,
4th - 3+D (Cure Critical Wounds) (cast), Blessing of Fervor (APG), Restoration(cast), Holy Smite
5th – 2+D (Ice Storm), Flamestrike (cast), Holy Ice (Ultimate Magic)


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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)

Apologies on the tardy posting all - work's been busy and my headspace hasn't been the best this week... Will try and get a post up today.

Cheers


Iron Gods: Iron maps;

I might have not commented this before, but Kythel, you have 2 hero points available, in case you want to dispose some of them in this 'only heroes can survive bad odds' situation.
Each new level you gain 1 extra hero point.


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Iron Gods: Iron maps;
Maxim Snaphånce wrote:
@GMR: Maxim will likely pillage Fetor's spell book - could you list what juicy enchantments he can find there please and thank you.

Sorry for the delay, it took me a while to gather all the pieces, then I temporarily forgot about it, but I am back with you ;)

Fetor Abradius Spellbook
0—all cantrips;
1st—alarm, charm person, comprehend languages, ear-piercing scream UM, identify, mage armor, magic missile, rime*, shield;
2nd—animal aspect UC, bear's endurance, blindness/deafness, command undead, continual flame, defensive shock UM, frigid touch UM, frost fall UC, gust of wind, magic missile, mirror image, see invisibility;
3rd—chain of perdition APG, displacement, elemental aura APG, force punch UM, halt undead, haste, icefane corpse*, lightning bolt, vampiric touch, water breathing;
4th—animate dead, ball lightning APG, confusion, dimension door, enervation, greater animal aspect UC, phantom charriot UC, scrying, telekinetic charge UC, wall of ice;
5th—beast shape III, cone of cold, dominate person, echolocation UM, icy prison UM, lesser astral projection UM, lightning arc UM, teleport, wall of stone;
6th—circle of death, cold ice strike UM, create undead, disintegrate, form of the dragon I, freezing sphere, greater dispel magic, necrotic mist*;
7th—control undead, finger of death, forcecage, greater teleport

* It seems Fetor had unveiled some secret spellweaver spells. His notes are enough to learn and prepare these secret ancient spells:
- icefane corpse
- necrotic mist
- rime

ICEFANE CORPSE:

Necromancy [Cold]
Level: Sor/Wiz 3
Components: V, S, M (a wight's thumbnail)
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Area: One undead creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You infuse the affected undead with a powerful burst of necromantic cold. Affected undead gains the following benefits:
- One of the undead creature's natural attacks becomes infused with supernatural cold, and inflicts 1d6 additional points of cold damage on a hit.
- Fire resistance 10.
- Any time the undead suffers cold damage, it is instead healed for an amount of hit points equal to the damage it would have suffered. Any resistance to cold that the undead creature might have does not reduce the amount of healing that it receives when exposed to cold damage.

NECROTIC MIST:

Necromancy [Cold]
Level: Sor/Wiz 6
Components: V, S, M (a small piece of a tombstone dedicated to a creature that became undead after being buried for at least 1 month)
Casting Time: 1 standard action
Range: Close (25 ft. +5fL/2 levels)
Effect: Fog spreads in 20-ft.radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A chill black mist seeps from the ground. The mist carries with it an unwholesome chill. It slows and freezes living creatures caught in its grasp, while at the same time healing undead. Living creatures in the cloud suffer 2d6 points of cold damage per round on your turn (no save). Upon entering the cloud or at the beginning of each round spent within the cloud, a living creature must make a Fortitude saving throw or become slowed.
Undead within the cloud heal 5 hit points of damage per round. The mist obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

RIME:

Necromancy [Cold]
Level: Sor/Wiz 1
Components: V, S, M (a pinch of dirt from a grave dug during a winter month)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
SavingThrow: Fortitude negates
Spell Resistance: Yes
You infuse the target's body with the unwholesome chill of the grave. This chill dulls the creature's reactions and weakens its stamina. If the saving throw fails, the target suffers a -4 penalty to Dexterity and a -4 penalty on Fortitude saves.

The book contains an extense study of the spellweavers experiments on death and cold magic. Deep study of these notes allows access to the following feat.

DEATH FROST SPELL (METAMAGIC):

Your mastery of necromantic magic combined with your understanding of the strange energies that suffuse the ruins of Karran-Kural allow you to enhance necromancy spells so that they inflict cold damage in addition to their normal effects.
Prerequisites: Spell Focus (necromancy), must have spent at least 1 day in the ruins of Karran-Kural.
Benefit: A Death Frost spell inflicts an extra 2d6 points of cold damage against any creature affected by the spell. If the spell allows a saving throwto partially or completely resist its effects, the same saving throw applies to the extra cold damage. For example, ghoul touch allows a Fortitude save to resist its effects completely, and therefore a successful save against a Death Frost ghoul touch negates both the extra cold damage and the spell's regular effects. If the enhanced spell has lingering effects, the extra cold damage occurs only at the onset ofthe spell's effects. Spells enhanced by Death Frost gain the cold descriptor. A Death Frost spell uses up a spell slot one level higher than the spell's actual level.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20
GM Rutseg wrote:

I might have not commented this before, but Kythel, you have 2 hero points available, in case you want to dispose some of them in this 'only heroes can survive bad odds' situation.

Each new level you gain 1 extra hero point.

Let's see what happens in Round 3 but I think the big problem is that Kythel under the effects of the poison can only take a Move Action but as an attempt to Channel or Escape is a Standard Action he is essentially immobilized until Kikinnin finally breaks out which I suspect he will this round, I mean how many 1's can you roll in a row!


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

I blame Kythel for my last Grapple roll... Dicebot doesn't like being mocked... ;)


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Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20
Kikinnin Rouradont wrote:
I blame Kythel for my last Grapple roll... Dicebot doesn't like being mocked... ;)

...

Yes, I was a bit dismayed at that last roll :-(


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

This will be the last time the black beard will set foot on solid ground. Ever. Air walking, flying, hovering, whatever it takes to never see a damn tentacle ever again...


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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))

Not often you hear a dwarf say that!


Iron Gods: Iron maps;

Being a 20-ft spread I believe they will be 20-ft tall at some points, covering most of the corridor, so you would have no escape anyway, muahahaha :D

The naga tactics are very effective and it seems some groups have fallen to them. It is a complex monster with many pieces and it has been one of the ones that took me most time to "convert" to Pathfinder, so far.

It basically is a Water Naga with the Bone Naga Template (D&D 3.5 Serpent Kingdoms which has no real equivalent for Pathfinder) and 3 levels of Sorcerer. The good thing is Naga's cast spells as sorcerers which means their monster level and class levels stack for casting, making her much more dangerous than other monsters with casting levels you have found before.

Not that much meaningful if your intern paladin was not feeling his legs flaky this week :)


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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

Yeah, Black Tentacles can really mess a group up if you're not careful and the Stinking Cloud is just adding insult to injury :P

Still, we're at a level where the bad guys do NOT play around, so I'm not especially surprised by all this.


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 just glad I got out early. A lucky roll... or maybe Kikinnin has just had lots of unlucky ones.

Still, now JJ is in her face, she'll hopefully stop the spell casting which should buy you all some time. And sooner or later those tentacles are going to roll a poor attack.

Having the whole party caught and her just dropping one nasty spell after another on our would not have been fun. Especially with her body guard just waiting for someone to try and get out. Her vs Kikinnin might have been good to watch though! Axe vs Axe smiting duel!


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Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Sometimes you are the bug and sometimes you are the windshield! :-)


Iron Gods: Iron maps;

Their tactics as per scripted is for the half-orc to move to the edge of the tentacles and block that way while the stinking cloud and shout spells of the naga decimate the party.

Fortunately for you JJ won the half-orc initiative and disrupted considerably their tactics.


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))

Oh that would have been nasty, hard corners so you couldn't even take the AOO to get past, and thus auto attempts to grapple each round.

Looks like those low rolls are becoming contagious.


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Marigild- halfling lass covered thinly in gold.

Marigalled- a very annoyed halfling lass

Marigulled- a halfling lass being robbed of her sandwich by a seabird

Marigeld- a halfling lass responsible for castrating male animals


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))

Ouch. Don't ever say that last one in front of JJ :-)


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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)

Loot sheet updated and open fir business! Grab what you fancy!


2 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)
Kikinnin Rouradont wrote:

Marigild- halfling lass covered thinly in gold.

Marigalled- a very annoyed halfling lass

Marigulled- a halfling lass being robbed of her sandwich by a seabird

Marigeld- a halfling lass responsible for castrating male animals

Couple more...

Marighouled - a halfling lass risen from the grave!

Mariguiled - a sly and crafty halfling lass


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

In other news, I had to hoot about finishing our Legacy of Fire Adventure Path yesterday. Almost 7 years long, 4 different GMs, and 9 players. Since 2017, I assumed two mantles- pseudo-PC and GM, to make sure the beast kept moving forward to the final destination.

That being said, I'm looking forward to GM Rutseg accomplishing the same thing in another handful of years here. A rare space for an AP to conclude...


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HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

I love you guys; needed a laugh to start my work shift with and that was just what the doctor ordered :3

In other news, congrats Kikinnin! That's definitely an accomplishment to be proud of. The Mummy's Mask game I'm in is in its home stretch too; think we've been going a little over 3 years now and we're in what I'm pretty sure is the 'final dungeon'.


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Iron Gods: Iron maps;

Wow! Congrats Kikinnin! Those are great news. I am sure you have had plenty of fun on that one. How is the AP altogether?

I really hope things keep going good enough here so we can run it until completion together.

We have nearly completed Chapter 7 and then we will start the big stuff, the Shackled City Apotheosis. The 3 following Chapters are pretty good to my taste, prepare yourselves for the crescendo. The last two chapters are not that good, we still have years to play, so, if things go bad I plan to cut from there.


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Only a matter of when you finish, Marigold! You've got a great GM ;)

The Legacy of Fire is a very enjoyable run. Had I began it, and understood the tapestry behind it more grandly, I think it would have been even more enthralling hehehe. The flavor of the Arabian Nights, and genies, and Wishes, it's a very fertile ground for roleplaying :)

I've streamlined my PbPs, having closed two APs within the last month (Reign of Winter was the other, also a good one as a PC, though more of a linear experience), so now I can concentrate on two PCs, and one GM responsibility...


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

Yeah, he's relentless in keeping things moving without being a jerk about it - among many other good qualities! I was very honored to be invited to apply to the game and it's been great fun :)

That said, it'll also be nice to close it out and further pare down my number of games.


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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)

Questions Questions...

I'm thinking we need to nail down what were going to ask these Pillars of Doom. Easier to discuss here and echo final choices in character?

Going on Marigold and JJ's input:

Are the Cagewrights trying to break Adimarchus out of Carceri?
Is the Blue Duke working with/for the Cagewrights?

The ol' Is <X> back in Cauldron in on the plot?" is a very good shout.

Something about the bearers of the Smoking Eye might also be prudent.

Thoughts on a postcard gang...


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

If no one else wants the Amulet of Natural Armor +1 Kythel could use it as a little bump to his AC.


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 good with discussing the remaining questions here; I'm generally fine with RPing decisions/discussion out but sometimes it's just easier and quicker to talk it out here first.

So the first two questions are a go and answered in the affirmative...is there anything further we could ask in relation to those two that fits into a yes/no box? I can't think of anything off the top of my head but I'll mull it over a bit more.


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)
Kythel of Nisroch wrote:
If no one else wants the Amulet of Natural Armor +1 Kythel could use it as a little bump to his AC.

Believe there is an Amulet of Natural Armour +2 still going a begging chief.


Shadow's Status
Maxim Snaphånce wrote:
Kythel of Nisroch wrote:
If no one else wants the Amulet of Natural Armor +1 Kythel could use it as a little bump to his AC.
Believe there is an Amulet of Natural Armour +2 still going a begging chief.

Really? I thought JJ took that one...


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Well, well, well... It appears that there are several things on our Loot Sheet which are sitting there, unclaimed. Given the inevitable battle with a dracolich, I'm thinking we need to heed our merchant dwarf, and divvy this proper, so we can't say we didn't do our darnedest.

Amulet of Natural Armor +2
Staff of Fire(unidentified)
Lesser Reach Rod(unidentified)
Frost Spear +1
Lesser Empower Rod
Ring of Protection +2
Headband of Intellect +2
Amulet of Natural Armor +2
Cloak of Resistance +3
Amulet of Natural Armor +1
Belt of Giant Strength +2
Cloak of Resistance +1

These feel like they should be in someone's hands. If you've already laid claim to one or some of these, let's get names on 'em, toot sweet.

Kikinnin will easily slip on one of the Amulet of Natural Armor +2. Put name to both Bottle of Air and Nat Armor +2 on our Loot Sheet The Cloak of Resistance is one higher than he has, but he's feeling pretty comfortable with his current Cloak.


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

Let's see...Marigold already has a Cloak of Resistance +3 so she doesn't need any of the available cloaks. She could use the Ring of Protection +2 if no one else does but it's not a high priority since she (usually) doesn't get slapped around too often. Same for any of the Natural Armor amulets.

Marigold actually has the Reach Spell feat already so if Kythel or Maxim would like the Lesser Reach Rod, that's A-Okay with her. Maybe she could take the Empower Rod if no one else wants it.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Lesser Reach Rod might be good for Kythel for Healing and the Amulet of Natural Armor +1 Kythek could certainly use.

That Frost Spear might be good for me as well assuming it is a Shortspear as Kythel's only weapons right now are daggers.

I suspect the Staff of Fire is something Maxim should use.


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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)
Kikinnin Rouradont wrote:

Well, well, well... It appears that there are several things on our Loot Sheet which are sitting there, unclaimed. Given the inevitable battle with a dracolich, I'm thinking we need to heed our merchant dwarf, and divvy this proper, so we can't say we didn't do our darnedest.

Amulet of Natural Armor +2 Kikinnin
Staff of Fire(unidentified) Maxim?
Lesser Reach Rod(unidentified) Kythel
Frost Spear +1 Kythel
Lesser Empower Rod Kythel
Ring of Protection +2 Marigold
Headband of Intellect +2 Maxim
Amulet of Natural Armor +2 Kythel
Cloak of Resistance +3 JJ
Amulet of Natural Armor +1 Maxim
Belt of Giant Strength +2
Cloak of Resistance +1 (x2 once JJ ditches the one he is currently wearing)

These feel like they should be in someone's hands. If you've already laid claim to one or some of these, let's get names on 'em, toot sweet.

Well said Bror. Have updated the list above with the current claims (and revised the loot sheet to reflect). Belt of Strength is pretty inferior to the belts we all currently wear, so makes sense to leave in the pot for on-sell.

Can we also make sure sheets and builds are suitably updated to reflect any new items etc. Just means we're all updated and ready for the fight(s) to come :)

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