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

That all makes sense to me Maxim. I think the potions are best going to the frontliners, especially those without a reliable means to heal themselves such as myself and JJ. The holy water is up for grabs as far as I'm concerned.

The silver from earlier was a paltry amount and although I RP'd it that Ruben just took it I am happy for it, and any other future loot he picks up, to go into the party pool.


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)

Shh. Don't say that - we'll split the skims 50/50 ;)

Ahem.

Joking apart it fitted perfectly - to the victor goes the spoils moment


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

Yeah, well using the Game of Thrones parlance, we paid the iron price for it after all.

And Ruben is likely to continue picking at the fallen as something of a priority immediately finishing combat - but whilst he wouldn't be too concerned about offending anyone in the group by just taking the most prime spoils, in reality I know that kind of thing is plain disruptive in a group so I think it's better to just split everything equally when it comes to writing your loot journal.


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'd go with Ruben on this one.

JJs attitude to various laws is a little lax (yeap, he's a bit two faced on some things :-) but dealing with intraparty loot stealing is a good thing to not have to worry about.

Some folk may have expenses over and above others though - expenses that contribute to the party as a whole. Here I'm thinking primarily of casters with expensive material components for some spells - or copying spells (at least early on) for our resident wizard.

Likewise if anyone invests in crafting feats, I'm sure the whole party would benefit from them, but it seems harsh that they would be out the crafting feat and the gold to use it.

So it may pay to keep some "party kitty" funds. They would also be able to be used for things like resurrections, remove curses etc that are above what ever we can manage internally.


Iron Gods: Iron maps;
Maxim Snaphånce wrote:
What you reckon folks/GMR?

Nice job! The numbers seems ok to me ;)


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

Re: loot splitting - Sounds good to me Maxim! I'm also happy to set aside some of the treasure we find as 'group funds' though more often than not MG would be willing to chip in with her own money to help if we decide to buy a wand or if someone wanted to upgrade a weapon or piece of armor.


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)

Agreed I think Ryan will probably be picking up a crafting feat as well with the intention of helping out the party along the way, had talked with Maxim about previously.

As far as a party kitty, makes sense to me. In other games, we have worked out the purchases and sales at time of disbursal and then dispersed funds for private use, usually keeping to a nice general number - ending in 0 or 5 - and leaving the remainder in the pot for next round.


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 don't know, Ruben. Great RP moment if Ruben had to deal with a mob of pitchforks, the first time he got caught picking prime ;)

+1 to generally keeping track of Wealth by Level, loans to compadres when they come up short for a nice shiny, and group purchases of healing wands...


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)

speaking of healing wands, Ryan did purchase a Wand of cure light wounds so everyone is aware.


Iron Gods: Iron maps;

Whenever you feel ready, whomever feel free to set the action to enter the hidden door and descend into the darkness.

As you all post, let us know where would you like to be in the march order, and any light source you hold active.


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

Cool on the wealth front.

Okay Maxim has some stuff to attend to first before we go dungeon delving, so might require some assistance re: trading gear etc. Anyone have any contacts who might purchase the armour or weapons?

We also need to be canny here. Some of the group have headed out from Ghelve's in the night and done some backgroup RP, whilst others have stayed put.

As a group we need to grab some shut eye, prep spells and gear up. Otherwise some of us will be shuffling into the deep bleary eyed and ripe for a skulk shanking.

Tactics wise we know these things are damn tough to both spot and track. If we purchase gear we should keep that in mind, also consider spell picks to combat the skulks we'll encounter too.

Apologies for the meta-gaming-ish stratagem; realise we'll likely role-play this, but Maxim will be tied up copying spells, heading out to trade/meet with his Uncle, then grab some sleep afore we descend. Am conscious that that will be potentially one or two big posts for GMR to review and reply to :) Thought it more prudent to cut to the chase...


Iron Gods: Iron maps;

I will keep it aseptic but assume you hand the skulk to the guard for now.

You can decide what do you prefer to do with it in discussion while I prepare a post heading down into Jzadirune. I feel like the time for it has arrived.

Similarly feel free to point out any stuff you wish to buy. We will assume anything below 2400 gp from the Core book will be easily available at the city.


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. I've split the coin we've gained to 42 gold per head. That leaves us with 70 Gold Suns for the party kitty?

If everyone is good with that we can update sheets accordingly.

Appreciate suggestion from JJ that expenses for spells can come out of the party kitty.

As GM-R says, we should also consider kit/equipment to purchase.

I'll have a look see for Maxim regards his gear/ideas for our journey.


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)

Love it Maxim!

Getting ready to drive home, will be some hours before a decent post

Ryan will swap out hemp rope for silk and a grapple.

Figure JJ is in the lead with possibly Ruben, Ryan will be somewhat behind them refreshing a light spell as they go.

Easy to extinguish and replenishes for free.


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 purchases the following:

Vial of Ink
Ink-Pen
Merchants Scales

Remember Maxim and Kikinnin both have Dark-Vision.


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 purchases the following:

Sap
Manacles, Standard

GM Rutseg, with Keygan's offer of locks, Kikinnin will go for the best quality lock he can pull from the gnome (Superior?). I await your decision ;)


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)

Also adding a Flask of Acid and a Scroll Case for Maxim.


Iron Gods: Iron maps;
Kikinnin Rouradont wrote:

GM Rutseg, with Keygan's offer of locks, Kikinnin will go for the best quality lock he can pull from the gnome (Superior?). I await your decision ;)

Sure, Keygan will hold to his word and grant you one of those superior locks.

Also, let me know if any of you have technical problems to access to the map, at least on view mode.

On touch screens it might be difficult to manipulate the map. Fortunately you have the Google Slides (Presentations) app for much devices which helps a lot to move around the map even on phones.


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, let's see...Marigold will pick up the following before we head down:

Alchemist's Fire x1
Trail rations x5
Torch x5

Equipment and money adjusted on her profile accordingly! Also I goofed earlier during character creation and didn't catch where equipment is CRB only so I ended up with an illegal vial of Antiplague and only just now caught my mistake; switched it for a vial of Antitoxin which is listed in the CRB and for the same price :)


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

Trail rations x 5 for me too.

Do we have a rope and grapple?


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

Ryan collected a silk rope and grapple already Ruben


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

Awesome


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

Folks

Just a heads up that I’ll be heading over to Dubai from tomorrow for 6 days. Will visiting with family and friends, and promises we’ll be on a tight itinerary. As such am not sure how oft a chance I’ll get to post - so presume it’ll be on the minimal end.

GM Rutseg was aware of the trip during recruitment, so hopefully I'll not miss out on too much (just perhaps 100 odd posts lol) Please bot Maxim while I’m away so I don’t hold up the action. I’m back late Tuesday 16th, so it’ll likely be Wed week afore I’m back in the saddle proper.

Tactics wise Maxim is a little limited. He'll use his black powder pistol sparingly (aiming figuratively and literally at more dangerous foes). Magic Missile is an easy option and along with Mage Armour is his "go-to" spells at present.

IF we encounter a dangerous foe that forces the group to retreat or split, Maxim will select Reduce Person at the expense of Magic Missile in an attempt to limit their foes effectiveness (thinking of Giants or particularly dangerous Large Sized denizens of the deep).

Enjoy the game in my absence and keep Maxim's presence in spirit till I'm back :)

Cheers

BD


Iron Gods: Iron maps;

Thanks for the heads up Maxim.

I will try to keep your character's spirit as best as I can. As you are a large group, I might hold off him in combat unless there is a big challenge as you suggested.

Do not suffer about not being able to post and enjoy your trip, family, friends and culture. I know how cool it is the feeling when you have been living abroad for some time ;)

I think we will still be in Jzadirune by when you come back.


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

Thanks for letting us know Maxim and enjoy your trip! :)

Sidenote, I hope Dandarrion is okay since we've not seen any posts from him since Friday.


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)

Cheers all - aye keep Maxim as sage advice and if needbe get his gun blazing.

See you when I'm back :)


Iron Gods: Iron maps;

I also noticed Dandarrion has not been active since Saturday with any of his characters. Let's hope everything is ok for him and he is back soon.

As for lingering performance, let's discuss a bit how this small round micromanagement works.

From my point of view the +2 rounds include the first round you decide to not maintain your performance. Thus, if you want the bonuses to apply until r5 (this is, they apply at rounds 2, 3 and 4 but not at 5) you will need to spend a performance use at round 2, then do not maintain the performance at 3 but the bonuses will carry on all through 3 and 4.

Rules that gave me this view:

If you start an effect on round 2 with a 1 round duration, it ends just before your round 3 starts independently of when in round 2 you started the action:
Combat PRD wrote:
The combat round: When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Apparently you have to choose if you maintain the performance every turn. As per the previous rule, it seems the natural moment to take this decision is at the beginning of each round so everybody can benefit of the bonus between your rounds.

Bard PRD wrote:
Bardic performance: Starting a bardic performance is a standard action, but it can be maintained each round as a free action.

This is all to say I assume you spend a 2nd round of performance to inspire courage during this combat, so the effect lasts up to round 5. Just wanted to make sure we are in the same track ;)


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)

Safe travels Maxim.

about Lingering Preformance
That's the way I understand Lingering to work as well, but still it gives you two rounds of actions to do before you need to pick it back up.


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

Yeah that's fine, I probably just made a typo when posting quickly from my phone in regards to LP.


Iron Gods: Iron maps;
Ryan Taskerhill wrote:
@GM, I went from end of initiative to beginning in your listing so this is Ryan's round two actions. Bless should have been cast on round 1.

Yep, sorry, it should have been:

Round 2: Marigold, Dandarrion (x2), Ruben, JJ, Kikinnin, Maxim, Foes, Ryan
Round 3: Marigold, Dandarrion (x2), Ruben, JJ, Kikinnin, Maxim, Foes, Ryan

Yet in order of simplicity and reducing edit time I will be packing the last characters on next round. But feel free to tag your actions as Round 2 or Round 3, whatever works better for you.

In the initiative method we are following you can see it as if you loose initiative to the enemy you have effectively loosen 1 round.

This is no problematic on handling effects duration and those things. Action resolution following posting order instead of initiative order is the only thing that messes up with durations, but I will not be picky about it, I will choose whatever is better to maintain the game flow. So if Ruben ends his inspiration but you were before than him on the initiative order, you are free to still apply his performance bonuses.


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

Oh, lest anyone worry, Marigold's grumbling about being stuck at the back is purely an in-character thing and not a reflection of any actual displeasure on my part! Truth be told, I find it mildly amusing...then again, I also have a strange sense of humor.


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)

@GM - OK that makes sense just appeared as if I'd lost a round there. Thanks for the explanation.


Iron Gods: Iron maps;

I am not sure you can use acrobatics to avoid AoO from a creature you cannot see JJ. But this dark creature has not seen a light in a while, thus, just for this time I will accept the lantern confused him and lost his opportunity :)


Iron Gods: Iron maps;

I think everybody everybody will enjoy this premature end of the combat.

You have to know this dungeon is designed for characters of level 1-3, so it will happen from time to time you will stumble with challenges a bit over your capacity.


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

Apologies, folks. Kikinnin only meant to stand guard in the narrow corridor, and ready for White-Snout's return, where I initially placed him on the map. That way, he could maintain sight-lines with the others, and avoid splitting the party.

I'm assuming he was moved up by the GM to examine the northern room to push us along, but it wouldn't have been the character's decision to do so.


Iron Gods: Iron maps;

Sorry Kikinnin I did understood you were following the creature.

Anyway I think everything resulted good for you, so now you have a couple different places where to continue exploring ;)


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)

Back from The Sand folks, Scotland welcomed me home with a bout of food poisoning so I'm just getting over that.

Will take my time getting back into it - have 89 odd posts to read through!!


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 back Maxim! Sorry about the food poisoning, but I hope the trip itself went well?


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)

It did indeed. Dubai is an interesting city - the skyline is something out of Mega City One lol. Good times with friends and family was had...


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

Good to see you back mate. I get the Mega City One comparison. especially with the desert all around like the Cursed Earth.

Way too hot for my celtic complexion though :/


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)

Aye it was might toasty for me too Ruben. Was in and out of the swimming pool to cool down a fair bit :)

Did archery and falconry which was pretty fun.


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

That's cool. Did it make you want to play a ranged Hunter with a falcon animal companion? :D


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

Maxim- you can't throw out 'falconry' with no elaboration. What, you go out with a set of falcons, pulling out a 3 red tail for a mouse 300 yards out, then a sand wedge hawk for a chip into the green? Until you get into the details, I'm picturing them sitting a bird on your gloved hand, and taking pictures, like one would do in Central America with a bored iguana...


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)

Haha, welcome back Maxim.


Iron Gods: Iron maps;

Welcome back Maxim! Hope you have enjoyed all those activities and the game reading does not become too tedious :)


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))

A very timely return. We may need some black powder love real soon.


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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)

Thanks all.

Falconry was just the whole gloved photo op thing. The handler's would set a lure, bird would take off - nail said lure and we'd present for it to land.

Nothing too testing, but damn they were impressive close up.

Right time to finish up my reading. Got to Chapter XIX then called it a day ;)


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

BTW: Hope you are all okay with JJs comments about being dragged off. I figure it is an IC way he would know about the ability after he made the knowledge check.


Iron Gods: Iron maps;

Well done! I think your team is well prepared :)

Let me know what do you want to do next with the fallen enemies, whom takes what and what do you propose to explore next.


Iron Gods: Iron maps;

How do you usually see aid another on Perception checks being used?

I think one should not be able to aid on Perception checks that could not do by him or herself alone.

I am also open to rule when taking 20, for every character able to aid that beats the check, the time is proportionally reduced.

It is specially sensitive when using the spoiler honor system, so I would like to hear what has been your experiences/thoughts with Perception and aid another.

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