[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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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

Last Level, March 22th, 2019

Flying Anvil of the Gods:

Level 13- Paladin
HP: +9 (+6 Ave+1, +2 Con, +1 Favored Class)

BAB: +1

Feat: Critical Focus

Smite Evil 5x/day

+1 Lvl 1 Spell/Day
+1 Lvl 4 Spell/Day

Skills:
Knowledge(Religion) +2

(Profession(Ratcatcher) +1
Lore(Malachite) +1) Debating altering these core Background Skills...

+1 Hero Point


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

The Pearl and the Ioun Stone would be most useful for Kythel and Marigold. You take first pick Mari :-)


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 ends of Alakast would be great. And the luckstone would help my crappy will saves. The ioun stone would also provide a similar bonus but unless Kythel already has an enhancement bonus to his wisdom, that would be best for him.


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))

Right - level up.
FT: Plane of water (we have been doing a lot of swimming!) and (of course) the Abyss.
+1 to fort saves
+1 to BAB (although I think I've had my spoiler incorrect as I think that after my level up I'm only at +19 to hit with Alakast and I had myself at +20 before hand. To counter this, I think my AC was a few points light and my bonus to hit with the bow was a couple of points light as well.)
+7 hp (6 from class, 1 from con)
skills- the usual:
Acrobatics, geography, planes, linguistics, perception, stealth, survival, and 2 in nobility.


Iron Gods: Iron maps;

Did you select a feat for JJ?

Also, remember you all get 1 more heroic point after this level up.


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)

Level Up

+1 Level of Arcane Trickster

Spellslinger 6/UC Rogue 4/Arcane Trickster 3

+1 Reflex & Will Saves
+1 CL (additional 2nd Level Spell/Day & gain 5th Level Spell/Day)
Gain Impromptu Sneak Attack 1/Day (Can use Sneak Attack on Ranged)
+7 HP (4 from class, 3 from CON)
+1 Adventuring Skill Ranks in: Bluff, Escape Artist, Knowledge (Arcana), Perception, Sense Motive, Spellcraft & Stealth
+1 Background Skill Ranks: Lore (Jzadirune), Sleight of Hand

Gain Greater Spell Penetration Feat

Between Fentor's spellbook and scrolls I've been hoarding should have a decent pick of new spells to add to his repertoire.

@GMR: Noticed that Deadly Aim Feat does not apply to firearms (as it is a ranged touch attack). Took Deadly Aim as a UC Rogue Talent Feat. Can I change this out for the Iron Guts talent detailed below? (seems befitting on a imbiber and inhaler like Maxim)

Iron Guts (Ex):

Benefit: A rogue with this talent has a cast-iron stomach or has trained herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the rogue to be nauseated or sickened.


Iron Gods: Iron maps;

The writing of the Deadly Aim predates firearms and their effect on them is unintentional. The designers were just trying to make sure spells did not get improved by the feat. In fact that was one of the feedback provided to the Gunslinger class during the UC feedback.

That's why they added the following exception to the firearms entry:

Early firearms wrote:

When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

That said, if your stinking cloud experience made you rethink about the iron guts, you are free to retrain :)

Rest at ease that cloud spells like that are not going to become frequent now.


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)
GM Rutseg wrote:

The writing of the Deadly Aim predates firearms and their effect on them is unintentional. The designers were just trying to make sure spells did not get improved by the feat. In fact that was one of the feedback provided to the Gunslinger class during the UC feedback.

That's why they added the following exception to the firearms entry:

Early firearms wrote:

When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

That said, if your stinking cloud experience made you rethink about the iron guts, you are free to retrain :)

Rest at ease that cloud spells like that are not going to become frequent now.

Cool will keep the Deadly Aim :) Cheers for the clarification GMR


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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))

For a feat, JJ picked weapon specialization (quarterstaff).
Which he can finally use thanks for the staffmaster feat! That will help his damage output quite a bit.


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 snagged the Luckstone, just needed it thematically to make the Knowledge roll :)

Will update the loot sheet this evening :)


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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

For a Feat I am taking Quicken Channel. Will complete the rest of my update tonight.


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

Sorry for the delay on leveling; I've been feeling a bit out of sorts the last day or two. I'll try and get it done once I make all my posting rounds!


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

Cleric Level 11:
HP + 8 (6 Level + 2 CON)
+1 BaB.
Channel Energy + 1d6.
Spells: 1 more 3rd, a 6th level slot + Domain.
Skills: 3 Points - +1 Perception, +1 Stealth, +1 Knowledge Religion
Background Skills: 2 points - +2 Knowledge Local
Feat: Quicken Channel [Benefit: You may channel energy as a move action by spending 2 daily uses of that ability].
Hero Points +1

Marigold. The Ioun Stone brings my Wisdom to 19, which gives me 1 more bonus 4th level spell per day. It would bring your Wisdom to 16 giving you a bonus 3rd level spell per day. You would get that same effect from having the Pearl of Power III. :-) I am fine with whatever way you want to go 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))

I thought oracles got their bonus spells from Charisma?


Iron Gods: Iron maps;
Marigold Montajay wrote:
Sorry for the delay on leveling; I've been feeling a bit out of sorts the last day or two. I'll try and get it done once I make all my posting rounds!

Do not worry Marigold. The level up will not be relevant for some days, maybe a week. Well I never know with you people, but that is my thought xD

@Kythel, Marigold is an oracle, she cannot benefit with neither of the two items. I think you are competing there with Maxim for the pearl of power (although Kikinnin, and JJ could use it at some point).


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:
Marigold Montajay wrote:
Sorry for the delay on leveling; I've been feeling a bit out of sorts the last day or two. I'll try and get it done once I make all my posting rounds!

Do not worry Marigold. The level up will not be relevant for some days, maybe a week. Well I never know with you people, but that is my thought xD

@Kythel, Marigold is an oracle, she cannot benefit with neither of the two items. I think you are competing there with Maxim for the pearl of power (although Kikinnin, and JJ could use it at some point).

Ah whoops, don't know Oracles that well :-)

OK then, I will take the Ioun Stone and Maxim or whoever, can have the Pearl. Another 4th level spell and a +1 to will saves is good for Kythel plus a bit higher save versus my damage spells.


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

Marigold, 13th Layer:

+9 HP
FCB: +1 Skill Point
+1 5th & 6th Level Casting/Day
+1 4th, 5th, & 6th Level Spell Gained: Freedom of Movement (4th), Communal Air Walk (5th), Cold Ice Strike (6th)
+6 Skill Points (Diplomacy, Fly, Kn. Arcana, Kn. Planes, Perception, Spellcraft)
+2 BG Skill Points (Kn. Geography, Kn. History)
Feat: Greater Spell Penetration

I think that's everything!


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))

Do you already have plane shift Marigold? I'd have thought that would be very handy for transit to/from your new home!


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

Ooh, good point! I'll swap out Communal Air Walk for Plane Shift.


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)

Happy to swap my Pearl Of Power I for the Pearl of Power III...

Will give Kikinnin or JJ an extra 1st level spell per 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))

I don't use much in the way of spells. This most recent jaunt being the first time I have cast anything other than cure light wounds for quite some time.

And even if it was a CLW, that would be better with our cleric as his caster level is a lot better than mine.


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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

Blond beard drags us to 10k!!

Well done, folks!!

Much rather see the post count climb than the current infection tallies...


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 are we going on that all-time high post games list?


Shadow's Status
_JJ Surabar wrote:
How are we going on that all-time high post games list?

Currently I am playing in a 20K post game. EDIT: 16K game.

I closed down my old Vampire thread that was at 19k+ so we have a ways to go here :-)


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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

If I recall correctly, we’re close to being a Top 30 game, based on post count. We’re more Top 10 in my heart... ;)


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Iron Gods: Iron maps;

Well, we are there now :)

Post count definitely does not speak about campaign quality and shared fun, but it is certainly required to go forward.

This year has been tougher than usual, we were advancing at 2 chapters per year, but this last one took us a full year to complete. This is partially my responsibility as I am no longer able to squeeze posts in the morning before going to work.

But losing both Juraan and Ryan at the beginning of 2019 was tough and it was noticeable in our pace. Also I know some of you had a busier year than usual, which had an impact as well. And then there was the addition of the Demonskar interlude which was fun but dragged us again.

That said I am happy with the depth we are having both with the adventure and character interactions. I am only worried about the pace because I know the more time we take, the more likely one of us has to stop or lower playing time due to real life constrains.

The next two chapters are very interesting and I think we are recovered from our 2 friends leaving us. Thus, I hope this next year will have a better pace and bring us to new levels of enjoyment!

Cheers and thanks all for your good gaming and commitment!


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, 2019 was busy and 2020 has been uh...a year, so far, but things will get better - they always do, in the end :)

Here's to our continuing adventures :D


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))

Definitely. I'm enjoying this game immensely. Everyone has their moments to shine, and everyone is doing their own bit of "growing up".

It's hard to believe we have been at it for four years!


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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)

It's a great game - you lot are excellent players and I love the interactions and development of the characters and the world we're building.

Special mention to our illustrious leader GM Rutseg. You've made a railroady and liner AP play out very organically, and managing that and us on a regular basis is no mean feat. Major kudos to you my friend for the work you've put in.

Here's to 4 more years one and all :)


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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

Condolences, GM Rutseg, for the loss of your princess. Royalty is not any more important than those we love, but if they can succumb to the virus, with their financial capabilites, our commoner death tolls are gonna ring louder still...


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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

My condolences as well, GM - not just for your princess but for your country.


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)

Echoing the condolences to all who've lost their lives during these sad times.


Iron Gods: Iron maps;

What Princess? :O As far as we know here the royal family is all good despite they have been sharing events with some members of the government touched by the virus.

I have been looking at figures this morning and it seems the new cases rates have been stable through the last 4 days. It all points we touched the peak during the weekend and we will see a quick decline of cases along the next two weeks.

Of course this has a heavy inertia still on the hospital system which is already saturated. Not collapsed because people, with health system at the forefront, has been multiplying the number of available beds for the last two weeks. What is most worrying is the lack of enough protection equipment which is affecting our doctors and nurses. It is really hurting us we do not have the industry to produce those equipments at a good enough rate at a moment other countries, understandably, do not want to sell them.

We all will win this virus people. Cheers and take care you all!


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))

We just had our first death yesterday, sitting at about 500 cases in total. But our peak is probably still a couple of weeks away. We are only half way through the first week of full lock-down though.


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 much about Bourbon-Parma, but I caught this news, and only read 'Spanish princess' in the title.


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 (Cure Light Wounds), Endure Elements x5 (All Cast)
2nd – 5+D (Cure Moderate Wounds), Bear’s Endurance x2, Bull's Strength Remove Paralysis (cast), Shield Other (cast).
3rd – 5+D (Cure Serious Wounds), Searing Light x2, Water Breathing x2, Dispel Magic
4th - 4+D (Cure Critical Wounds) Blessing of Fervor (APG), Protection from Energy (Communal), Magic Circle Against Evil
5th – 2+D (Breath of Life), Flamestrike, Cleanse
6th - 1+D [Cone of Cold] - Heal

Channels 10/10


Iron Gods: Iron maps;
Kikinnin Rouradont wrote:
I don't know much about Bourbon-Parma, but I caught this news, and only read 'Spanish princess' in the title.

Ahhh! You shocked me before :D

I did not know about this Red Princess, it seems she was living and working in Paris. Royalty has been a source of disputes in my country for centuries and it is very contested in some places like Catalonia. I take a more pragmatic view on it, as long as they are a symbol of unity for most people, it is not more expensive than a President, and currently they do not have real power and if one makes it really bad we can always theoretically vote a change in the Constitution to fire it.

Besides, what will pink press publish without them ;P


Iron Gods: Iron maps;

So, going forward, do you have any special plan about going back to Cauldron or what do you plan to do first there?

I am prone to mostly skipping travel time and a few days in town so you can craft equipment before we head into Chapter 8 events.


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'm good with the return, post-haste. Reporting to St. Cuthbert, and debriefing our allies of the Karran Kural intelligence received. Possibly also checking in on Vanderboren's resurrection, as we're gonna need as many allies to see a mass exodus come to fruition.


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))

Does practised magic work on spells as well as spelllike abilities?

JJ's ranger level at 6 makes him a very low level caster, but being able to boost that up would be wonderful.

Returning to town and getting Alakast upgraded is high on JJs list of priorities.


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 skipping the travel time as well, especially if there aren't any particularly interesting random encounters that we could encounter on the way back.


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)

Trading items for coin, crafting/upgrading (can now upgrade to +3 as CL9).

By my reckoning Maxim could upgrade Alakast to +2 and a Spell Storing weapon.

To work on all necessary crafting and enscribe spells from scrolls & Fentor's spellbook will likely require a decent amount of time so if anyone has any requests let me know to prioritise :)


Iron Gods: Iron maps;
_JJ Surabar wrote:
Does practised magic work on spells as well as spelllike abilities?

The book referred only and specifically spell-like abilities. I think there was one feat for spells in D&D. In the case of Pathfinder there is the magical knack trait that allows you pushing spells up 2 levels (only caster level not daily uses). If you are interested I suggest you access it through the additional traits feat. Your stay in Karran-Kural gives you a nice justification on the development of such a power.

Ok, we will fast-forward to Cauldron so you have a bit of time for all that crafting. If you are crafting please make a summary of it so everyone can add to their sheets any equipment produced. It is probably a good time to sell and buy stuff too.

For those of you who have no ideas on how to enjoy a little bit of downtime, you can have a look at the Ultimate Campaign downtime rules.

We can say as you walk back to Cauldron, deliver reports and try to decide how to move forward you have around a week of downtime.


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)

Selling Loot

As per previously gang - if there's anything still taking your fancy or you haven't claimed yet then please do. I'll be selling anything unclaimed through the usual channels (once completed I'll let everyone know their shares :)

@GMR: Do you want Crafting and Study rolls in OOC or spoilered in game thread?


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 put JJ down for the luckstone, but someone else wanting that would be fine.


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Iron Gods: Iron maps;
Maxim wrote:
I think it is better to keep rolls in Gameplay


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 don't think there's anything much on the current loot list that Marigold can really make use of but I'll check further when I get home in the morning!


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

By tomorrow I will update if there is anything Kythel wants on the loot list as well as downtime ideas, work has been keeping me too busy to think it through and I have plans tonight.


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)

Have dropped a couple of scrolls that Maxim was holding onto for copying into his spellbook back into loot. Fetor's book already covers them so I'll slowly pick over that for spells.


Iron Gods: Iron maps;

While you complete your decision on what to sell and what to craft, a quick conservative look to your loot sheet indicates you will have 50000 gp at the least to share. In case you want to think on some expenses at Cauldron, take into consideration you have those 10000 gp for crafting or buying (you might be able to skip the 20% adventuring tax succeeding on a Diplomacy roll with one of the Shop owners you have made good relations with in the past).

Also, let me know if you have some RP interests or some other interests at town to explore before we move on into Chapter 8.

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