[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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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-R: Not sure how you want to reintroduce Maxim into the gameplay - feels a little at odds with the narrative to just have him "appear" as it were.


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Iron Gods: Iron maps;

Nothing easier than make him appear where problems are my good friend :)


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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 was thinking he was trapped in the latrine, when a log fell across the door. He’s been unable to cast magic because he’s been holding his breath with both hands, disabling his Verbal and Somatic components.


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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

By the way guys, if anyone is having/still having trouble getting logged in to Paizo you need to delete your cookies for the site and try logging in again.


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)

Just clocked that and did the needful - much ablidged Lil Miss


Shadow's Status
Marigold Montajay wrote:
By the way guys, if anyone is having/still having trouble getting logged in to Paizo you need to delete your cookies for the site and try logging in again.

Yeah, pretty annoying as I just cleared cookies for all sites so now I need to logback into all sites. Not terribly pleased with Paizo ATM.


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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))

And I'm back.


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 Spells:

0th – 4 Create Water, Detect Magic, Guidance, Resistance

1st – 5+D (Cure Light Wounds) Detect Evil [cast], Protection from Evil, Endure Elements, Bless, Sanctuary

2nd – 5+D (Fog Cloud) Bear’s Endurance, Lesser Restoration [swapped out for Cure Moderate - cast], Remove Paralysis, Status, Hold Person

3rd – 5+D (Cure Serious Wounds [cast]) Dispel Magic , Protection from Energy [cast], Magic Circle vs Evil, Searing Light, Speak with Dead

4th - 4+D (Cure Critical Wounds [cast]), Blessing of Fervor (APG) [cast 2x], Air Walk (cast), Dismissal, Holy Smite [cast]

5th – 3+D (Ice Storm [cast]), Flamestrike, Holy Ice (Ultimate Magic) [cast], Break Enchantment

6th - 2+D (Cone of Cold [cast]) Heal, Summon Monster VI[cast]

Pearl of Power IV spent for the day.

Channels - 3/12


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

DM, are my Air Walk and Protection from Energy - Fire still in effect?


Iron Gods: Iron maps;

Yes, they are very much still in effect!


Iron Gods: Iron maps;

Kythel, the creature is no demon, it is a demodand, but I believe for Bane you should select something like Outsider (chaotic) or Outsider (evil). I guess your spear is Outsider (evil) and thus affects the demodand with bane.

That means it deals an additional +2 to hit and additional +2 to damage. Also I do think you have an extra +1 to hit and damage as the spear shall be +1 before adding more enchantments. Furthermore I added a +1 to hit and damage to the final result for prayer.


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:

Kythel, the creature is no demon, it is a demodand, but I believe for Bane you should select something like Outsider (chaotic) or Outsider (evil). I guess your spear is Outsider (evil) and thus affects the demodand with bane.

That means it deals an additional +2 to hit and additional +2 to damage. Also I do think you have an extra +1 to hit and damage as the spear shall be +1 before adding more enchantments. Furthermore I added a +1 to hit and damage to the final result for prayer.

I had the +1 for the spear and the +2 from Bane on the attack but did forget the +2 for damage from Bane and the Prayer bonuses ;-)

Correct, Outsider Evil I guess would be mos applicable, was thinking3.5 I guess.


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))

Bane is better than just +2 damage. Bane increases the enchantment bonus by +2 AND adds extra +2d6 damage.


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
_JJ Surabar wrote:

Bane is better than just +2 damage. Bane increases the enchantment bonus by +2 AND adds extra +2d6 damage.

Yep, that 2d6 was added to my rolls, DM was pointing out what I missed ;-)

---

Poll for my fellow PCs, for Kythel's next feat should I take Extra Channel or Spell Penetration? These SRs are becoming tougher and tougher to beat and with my Rogue dip most of my SR checks appear to be failing these days. But Extra Channel IS Extra Channel...


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))

Both are good options, you have a lot invested in channeling, so I guess the question is... do you run sort? If so, then extra channeling is a good bet. Otherwise... if you end up doing more DD with spells, that SR option may be better.

Of course there are heaps of other cool feats too. We have limited sources, so the one that adds extra sneak attack damage might be off limits (I can't remember which book it came from now) - but if available it can be very nice for rogue dips.


Shadow's Status

That's a good question, IF a spell like Flamestrike pierces SR it would do more damage BUT the channels do not require an SR check to bypass so sort of a question or lesser guaranteed damage or a better chance for higher damage output which may be fully negated by SR... plus any applicable saving throw.

Of course, if I take Spell Penetration than I should probably also buy into Greater Spell Penetration as well. So it's a 2 feat commitment.

---

I like the extra sneak attack damage feats but even if they were available I think that Kythel would be more useful with a focus on channeling or spell casting as Kythel spends so little time flanking and sneaking around based upon our approach to situations we encounter.


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 away for the next couple of days. JJ will either use his bow, or stand ready with Alakast if it looks like the creature is coming down.


Iron Gods: Iron maps;

Ok, thanks for the heads up JJ! Enjoy your days!

If you cannot update today I will start shooting for you tomorrow.


Iron Gods: Iron maps;

Sorry, I should have botted JJ when I promised, as apparently he is a true demodand assassin :)


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

Sorry. I thought I had posted a volley of arrows. It must have been eaten by the boards.


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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

Kythel Spells:

EDIT to level 4 spells, originally when I posted my list I selected control water:

Original spell selection.

Sorry for the confusion there DM!

0th – 4 Create Water, Detect Magic, Guidance, Resistance

1st – 5+D (Cure Light Wounds) Detect Evil [cast], Protection from Evil, Endure Elements, Bless, Sanctuary

2nd – 5+D (Fog Cloud) Bear’s Endurance, Lesser Restoration [swapped out for Cure Moderate - cast], Remove Paralysis, Status, Hold Person

3rd – 5+D (Cure Serious Wounds [cast]) Dispel Magic , Protection from Energy [cast], Magic Circle vs Evil (cast), Searing Light, Speak with Dead (cast in earlier scene that needs to be actually played out!)

4th - 4+D (Control Water), Blessing of Fervor (APG) [cast 2x], Air Walk (cast), Dismissal[cast](swapped out for Cure Critical), Holy Smite [cast]

5th – 3+D (Ice Storm [cast]), Flamestrike, Holy Ice (Ultimate Magic) [cast], Break Enchantment

6th - 2+D (Cone of Cold [cast]) Heal, Summon Monster VI[cast]

Pearl of Power IV spent for the day.

Channels - 3/12


Iron Gods: Iron maps;

You certainly made evasion worth this round Kythel :D

Remember to add the cleric round 2 actions too!


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))

Anyone got remove paralysis, or shall I blow an HP for another chance at that save?


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
_JJ Surabar wrote:
Anyone got remove paralysis, or shall I blow an HP for another chance at that save?

I have Remove Paralysis, let's see if I make the save first!


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 also has her Lucky Halfling racial ability; let me see if that works (to hopefully save JJ a HP and Kythel an action).


Iron Gods: Iron maps;

It seems all of you saved, thus only 1 round paralyzed and 4 points of Strength penalty (2d4 duration).

Waiting for Marigold's actions this round, as lucky halfling is not an action I think.


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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

^Didn't realize I was actually up when I posted earlier. Will try and post later tonight if I have time.


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))

Thanks Marigold. Very lucky having you in the team!


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

Hey, I'm just glad I actually remembered it this time! I've probably forgotten it when it could've been handy more times than I'd probably want to actually count >.>


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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

Apologies for the absence. No wind in the sails, but I'm feeling a light breeze picking up.


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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

Hang in there, friend!


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Iron Gods: Iron maps;

We all get down from time to time. It is maybe not the time for one of the concerts you enjoy so much, but perhaps you can find the time to do those things that energize you the most, maybe some canoeing or a good drink.

Anyway, we are here if it helps to pass the valley.


Iron Gods: Iron maps;

And for those curious that is exactly the actual cover of the Foundation of Flame chapter :)


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 Spells:

0th – 4 Create Water, Detect Magic, Guidance, Resistance

1st – 5+D (Cure Light Wounds) Detect Evil [cast], Protection from Evil, Endure Elements, Bless, Sanctuary

2nd – 5+D (Fog Cloud) Bear’s Endurance [cast], Lesser Restoration [swapped out for Cure Moderate - cast], Remove Paralysis, Status, Hold Person

3rd – 5+D (Cure Serious Wounds [cast]) Dispel Magic , Protection from Energy [cast], Magic Circle vs Evil (cast), Searing Light [cast], Speak with Dead (cast in earlier scene that needs to be actually played out!)

4th - 4+D (Control Water)[cast], Blessing of Fervor (APG) [cast 2x], Air Walk (cast), Dismissal[cast](swapped out for Cure Critical), Holy Smite [cast]

5th – 3+D (Ice Storm [cast]), Flamestrike [cast], Holy Ice (Ultimate Magic) [cast], Break Enchantment

6th - 2+D (Cone of Cold [cast]) Heal, Summon Monster VI[cast]

Pearl of Power IV spent for the day.

Channels - 3/12


Iron Gods: Iron maps;

Hey Kythel, I fear Empower Spell only works for random variables. Because bear's endurance offers a static +4, that would be the maximum bonus granted to Maxim. Still that is a nice bonus :)


Shadow's Status
GM Rutseg wrote:

Hey Kythel, I fear Empower Spell only works for random variables. Because bear's endurance offers a static +4, that would be the maximum bonus granted to Maxim. Still that is a nice bonus :)

Well it was worth a shot ;-)


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)

Man I do take painful glee when apex monsters put parties through the mill. Hookface is a brute!

I'm just thankful we don't have house rules on Dragonfire and Black powder cocktails! - then Maxim would be but "shadows and dust" :S


Iron Gods: Iron maps;

The low roll was a pity, it was certainly a moment for that evasion to shine.

On the good side, you will be pleased to know the gun shot hits without the need to spend hero points :)


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))

Hurrah. On a related note... Did Alakast get its holy upgrade before this all happened? It was in the pipeline, but I'm not sure how things worked out timing wise.


Iron Gods: Iron maps;

I think it got it after the City Council but before the eruption.

Maybe Maxim even reached with it at his hands fresh when he appeared defending the shops from the mob.


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))

Alright. Holy one handed staff wielders bat man.


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 low roll was a pity, it was certainly a moment for that evasion to shine.

On the good side, you will be pleased to know the gun shot hits without the need to spend hero points :)

Ok - so no threat of AoO? If so, will retro the cone o' cold... (and reinstate the precious hero point :)


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Iron Gods: Iron maps;

The dragon is "grappled", under this condition he cannot take attacks of opportunity. Thus you are safe in that regard!


Iron Gods: Iron maps;
_JJ Surabar wrote:
Doesn't smile do a mass load of bonus damage vs evil dragons/demons etc on first hit?

Yup! I doubled the smite damage accordingly (it only happens in the first successful attack). It happens I do not have the luck for Kikinnin to strike a critical hit on first attack which usually means smite damage x6 :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))

Now I see it.

That dragon has the luck of the damned. Lightning bolts, cones of cold and negative channeling and so many ones!


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))

Quick question: Was it only the natural 20 that hit? So he is higher than AC39?

*gulp*


Iron Gods: Iron maps;

Ohm, I was only looking at the to hit result and failed to spot you had a natural 20 there! Sorry JJ. Yes, indeed I missed the natural 20 and there is one more successful hit. I will update next round accordingly.

Hookface is AC 38 right now thanks to mage armor, but using shield he could reach 42. He is tough indeed.

@Maxim, did you get a misfire just there?


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)

Did indeed chief - apologies missed that as I just looked at the total not the numbers.


Iron Gods: Iron maps;

Maxim, activating a pearl of power requires a standard action (powers activated on command are by default a standard action unless the item states differently).

As so, you will have to chose between activating the pearl or shooting (I recommend shooting as dragons have very low touch AC). Unless told otherwise, I will take your CL dice roll and use it as your shot along with the damage from the last round that was not used.


Iron Gods: Iron maps;

Well, it seems every single bit counted. Hookface went down at -1 hp :)

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