[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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Shadow's Status
GM Rutseg wrote:
Well, it seems every single bit counted. Hookface went down at -1 hp :)

Damn that was close!

Good news is I had those boots to get out of that Grapple else I would have been stuck, better news is we killed the damned thing!

Cleric Level 13:

HP = 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Skills - 2+1 - +1 Perception, +1 Bluff & +1 Disable Device
Feat - Spell Penetration
Channel Energy +1d6
Spells: +1 4th - +1 7th + Domain
+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

Folks, earlier in the day Kythel used Speak with Dead to interrogate Kravichak the Derro, any insight into the questions I should ask? I want to get that side scene done with, sorry for the delay DM, RL just seems to never slow down these days!


Iron Gods: Iron maps;

No worries, in fact we can say you had everything prepared but did not do it. You can do a quick retrieve of the bones now. After current events your questions can be more juicy even :)


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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)

Level Up

+1 Hero Point
+1 Feat (TBC)

+1 Level of Arcane Trickster

Spellslinger 6/UC Rogue 4/Arcane Trickster 5

No change to BAB
+1 on all Saves
+1 CL (CL11; additional 3rd & 6th Level* Spell/Day)
Tricky Spells 3/Day
+6 HP (4 from class, 2 from CON)
+7 Adventuring Skill Ranks; additional ranks taken in: Disable Device, Knowledge (Arcana), Knowledge (Local), Perception, Sense Motive, Spellcraft & Stealth
+2 Background Skill Ranks; additional ranks taken in: Appraise & Sleight of Hand

* Finally! Disintegrate is mine to cast :)


Iron Gods: Iron maps;

Remember you get a +1 into one ability score ;)


Shadow's Status
GM Rutseg wrote:
Remember you get a +1 into one ability score ;)

Isn't that at next level 16?


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Iron Gods: Iron maps;

Actually, you are right, it is each 4 levels *^_^*


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)

Yeah its a Feat @ 15th... Have no idea what to pick...


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))

Ahh, too much starfinder!


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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))

Hello level 15.
Horizon Walker 9
+1 BAB
+1 fort
Terrain dominance. Astral - +1 to hit and damage all outsiders. Dimension Door 6/day
Feat: Toughness
HP 6 (d10) +2 (con) + 15 (toughness)

Skills: 6 (class) +1 (human) +2 (background)

Acrobatics
Geogrpahy
Planes
Perception
Stealth
Survival
Linguistics
Nobility +2

It's good to level up. I realised I was counting my -2 for TWF twice on my attacks. Bah.


Iron Gods: Iron maps;

Oh wow, dimension door! :O

Can it be used for the whole party or is it like the monk ability self-only?

That +2 would have come handy with Hookface admittedly.


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))

Its an SLA, so I guess just like the spell. Anyone I touch I can bring. Not as good as Astral spell, but handy for tactical combat or getting past locked doors.


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 - 15th Layer:

+9 HP (5 average + 4 Con)
+1 BAB
+1 Fort
+1 Reflex
Gain 3rd iterative attack
Gain Revelation - Interstellar Void
Gain Feat - Lightning Reflexes
FCB: +1 Skill Point
+6 Skill Points (Diplomacy, Fly, Kn. Arcana, Kn. Local, Kn. Planes, Perception)
+2 Background Skill Points (Kn. Geography, Kn. History)
+1 5th/6th/7th Spell Known (Jolting Portent, Greater Dispel Magic, Life Bubble)


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

I think next since we are back at Pharasma's Spire we should grab the body of the Derro and question his spirit!


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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 September 25, 2020

In-Carcer(i)-ated:

Level 15- Paladin

HP: +11 (+6 Ave+1, +4 Con, +1 Favored Class)

BAB: +1
Ref +1

Mercy- Blinded

Feat- Ultimate Mercy

+1 Lvl 3 Spell/Day

Skills:

Diplomacy +2
Background Skills TBD

+1 Hero Point


Iron Gods: Iron maps;

I do not think the current situation is confusing, I guess you are either busy or the situation is unappealing.

If you do prefer we can skip the investigation part and assume you find out the lair in one way or another jumping the scene there directly.


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've been a little busy (work schedule got changed up a bit) but not dis-interested. I'll work to get a post up in a bit :)


Shadow's Status
Marigold Montajay wrote:
^I've been a little busy (work schedule got changed up a bit) but not dis-interested. I'll work to get a post up in a bit :)

I am absolutely buried at work right now.


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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))

Likewise I've been quite busy. It's nice to have investigative interludes to break up the combats though.


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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)

Yeah busy too - our new rescue boy (another Staffy) had his plums removed yesterday. Restless night for all - especially George, but I've a day off work today so fingers crossed I can catch up and contribute :)

Agree with JJ - investigation is a nice change of pace


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Iron Gods: Iron maps;

It is fine, I was just a bit worried about the general lack of answer :)

Seeing you are all busy, let's just make it a bit slower through the weekend then.

Besides, I hope for a prompt recovery for George!


Iron Gods: Iron maps;

I think I will let you carry an NPC with you to the Fiery Sanctum, in order to solve the teleportation issue and round up the team to 6.

Suitable NPCs able to teleport and strong enough to survive would be Nidrama, Ryan, Juraan and Eidi. You have already fought alongside all of them before so I guess you have a good idea of what can each offer in terms of resources and RP.

Just let me know which one do you prefer to accompany you.


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

Hrm...any of them would make for a good ally to have along so I don't really have a super strong preference. It might be interesting to have Nidrama along again and Eidi seemed to have both arcane and divine spellcasting ability so he's got some flexibility in what he can do to help.

Thoughts?


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

I only encountered Juraan and Eidi, I'd pick Juraan based upon my experience.


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 do think Juraan probably wins out in sheer spell firepower if that's a thing we're concerned with - and given some of the things we've just tackled I can definitely see that we might need it!

*edit* Ryan is another cleric that was somewhat melee-focused and Nidrama is a celestial being (I think maybe an angel or something?) but it's been so long I can't remember exactly what they can do.


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))

Nidrama is my grandmother. JJ would totally vote for me.

As for the voice behind the keyboard... I think Ryan or Jurran would be slightly better for continuity.


Iron Gods: Iron maps;

Sorry, I said Nidrama where I meant Celeste! :D

Wrong angel '^_^


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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)

Celeste still works - means JJ can make moon eyes at her and save her from peril in equal measure :)

Juraan would bring considerable firepower to the table, but any of the other 3 would be a boon.


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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))

Oh JJ would certainly opt for Celeste!

Sara might not be happy about it though. Oh the trials of being a young man.


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Shadow's Status
_JJ Surabar wrote:

Oh JJ would certainly opt for Celeste!

Sara might not be happy about it though. Oh the trials of being a young man.

Jesus, it's like adventuring with Captain Kirk! Why do you have to kiss all the women Captain! ;-)


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

Will work on my revised spell lists between tomorrow and Friday, still pretty slammed at work.


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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))

Nahh, that was Ruben. JJ is just a shallow imitation of him.

And the first turned out to be a mass murderer.
And the second a demon.

To be fair, Sara is certainly a bit more normal than either of them.


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) Shield of Faith, Protection from Evil, Endure Elements, Bless x2

2nd – 5+D (Cure Moderate Wounds) Bear’s Endurance, Lesser Restoration x2, Remove Paralysis x2

3rd – 5+D (Cure Serious Wounds) Dispel Magic , Protection from Energy x2, Magic Circle vs Evil, Searing Light

4th - 4+D (Cure Critical Wounds), Blessing of Fervor (APG), Air Walk, Holy Smite x2

5th – 3+D (Ice Storm), Summon Monster V, Holy Ice (Ultimate Magic), Breath of Life

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

7th - 1 + D (Elemental Body), Holy Word

Pearl of Power III
Pearl of Power IV

Channels - 12/12


Shadow's Status

Will post IC later, considering selling my Ring of Counterspells (I guess that gives me 2K credit or so) and getting the Ring of Resistance +2 to boost my Saves which costs 6K. That would give me 4k more to play around with.

EDIT - 2 scrolls of Mass Heal are 1,650 each, might be the next best investment as 4K does not get me much from what Skie has left, lots of big ticket items!


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

Nice discount!

With the Gold I have remaining [10,530 - that includes trading in the Ring of Counterspells for 2,000 in value] I would need 2,958 from the community fund to buy the following (with the discounts applied):

1. Ring of Resistance +2 [4,800],
2. Scroll of Mass Heal (2) [2640], and
3. Wand of Cure Critical Wounds (18 Charges) [6,048].

Let me know if this works for everyone and I will adjust my inventory.

Too bad we don't have time to raid the Dragon's lair! There are a few things on that list that would help immensely! ;-)


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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)

(unfurling Grognard's Gude to Adventuring...)

Rule 10056: Always raid the Dragon's Lair!


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))

Did we manage to sell the dragon/other loot for much?

I seem to recall being pretty much skint since upgrading Alakast.


Iron Gods: Iron maps;
Maxim Snaphånce wrote:

(unfurling Grognard's Gude to Adventuring...)

Rule 10056: Always raid the Dragon's Lair!

That might do for a nice after match adventure :)

Keep it in mind and you might have the opportunity perhaps. Maxim could use the scale he picked up to use divination magic about him. Perhaps legend lore.


Iron Gods: Iron maps;
_JJ Surabar wrote:

Did we manage to sell the dragon/other loot for much?

I seem to recall being pretty much skint since upgrading Alakast.

Skie will buy the dragon and the morkoth magical items at the usual prizes.


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)

If I get the chance today I'll update the loot sheet and process the coin :)

Can't have our resident Romeo being skint for glint! ;)


Iron Gods: Iron maps;

Good! I will give us one more day to figure out equipment purchases.

Tomorrow I plan to have us moved into the next adventure unless some roleplaying scene gets very lively.

Today is the day in Spain that has the same amount of daytime and nightime hours. Spring is coming. I can almost smell it from my sunny balcony :)


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 down under the nights are closing in :-(


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, Marigold will make the following purchases from Skie (for now):

Scroll of Raise Dead x1 = 6,125
Scroll of Restoration x1 = 1,700
Extend Metamagic Rod = 11,000
Ring of Evasion = 25,000

Total = 43,825 gp

Total After 20% Discount = 35,060 gp

Personal Funds Remaining = 21,550 gp

That said, if someone else had their eye on the Ring of Evasion, please let me know and I'll pass on picking it up for Marigold!


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 all - work stymied my quartermastering yesterday. Have a clearer day today (likely now cursed that) so will endeavour to get swag processed.


Shadow's Status

Can I assume there is enough money in the group account to pull off my purchases listed above before we set out on the next leg of the adventure DM?

EDIT: Did Skie lend me a Pearl of Power in a post as well? If so, what version was it?


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 - did curse my attempts on Thursday with an emergency load out...

Will try and get the coin counted today. Bear with :)


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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)

Done the updating.

Each share will be 15, 297GP. Commons fund adds 15,300GP 89SP

Personally I think that Kythel's Wand costs should come of of the Commons fund? We're all benefitting from that one right... Same with Lil' Miss' Scrolls of Raise Dead and Restoration.

Those items would come to 13,873GP so Commons would only add 1427GP and 89SP in this instance (still takes the Commons Total to a mighty 91,094 Gold :)

If anyone wants to lay claim to any of the items (there's an Ioun Stone that grants +2 STR for instance) then update the sheet and I'll adjust the difference from the Commons Fund as an easy fix.


Iron Gods: Iron maps;
Storyteller Shadow wrote:

Can I assume there is enough money in the group account to pull off my purchases listed above before we set out on the next leg of the adventure DM?

EDIT: Did Skie lend me a Pearl of Power in a post as well? If so, what version was it?

I think Maxim solved your first question affirmatively. Thanks a lot Maxim!

As for Skie, she offered to sell Kikinnin her pearl of power IV so you can cast walk in the air on him too, to solve his flying desire.


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

Thanks Maxim!

With that much in the Common Funds I would like to remove the gold to buy both the Wand of Cure Critical (6,048) AND the Mass Heal Scrolls (2) (2,640).

Then I would like to sell the Shadow Studded Leather +1 I have (2,375) and buy the Celestial Armor (17,920) for a significant armor upgrade as well as the Ring of Resistance +2 (4,800) that leaves me with 5,482 gold.

Will adjust my profile accordingly and Kythel is ready to go!


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))

While the commons is so healthy... can I borrow 10k from it?

That +5 cloak of resistance is looking nice.

I can afford the +4 cloak of resistance, but I'll want to eventually upgrade to +5, and that will be a load of wasted coins (sell back at half price).

Happy to donate my old +3 cloak to anyone who wants it.

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