[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Iron Gods: Iron maps;
Ryan Taskerhill wrote:
@GM is it ok for Ryan to purchase/have Maxim bring back a bandolier? found in Ultimate equipment

Feel free to buy things through Maxim. But please refrain from going out of our campaign source materials. Ultimate Equipment lays out of them.


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)

No worries, it was only a thought. Worth asking anyways


Iron Gods: Iron maps;

No problem, we are just starting so those things are still being defined :)

Nice item anyway, it seems very useful, I can see why you looked for 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)

Not sure how we're carrying the Jzadirune keys? Maxim has a sack that we could use to collect them together?

Am conscious if we split them too much, then if one or more of us are down or get captured then the keys are compromised?

Ditto could be said for one of us being "key-keeper". Maxim's up for the task if requested.


Iron Gods: Iron maps;

I am ok on however you want to split the key rods Maxim.

As about the exploration. How are you dealing with the small exploring jumps?

This is a large complex, thus I prefer once you have chosen a direction, to move you a couple or more rooms so we can deal with it a bit faster. Specially on the less relevant rooms.

I hope the navigation is not becoming too confusing. Any ideas to help make it easier or more interesting?


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

@Maxim - I agree it would probably be best for one person to hang on to them. MG can hold them if need be since Maxim is in charge of the loot.

@Rutseg - Although I'll admit to occasional confusion when several rooms get revealed at once due to people splitting off in different directions, it's far outweighed by appreciation for how fast the exploration aspect is going. The only other time I've seen dungeon exploration move quickly in PbP is when there's a combo of Active DM + Scout(s) played by people who can post a little more often than usual if need be...which we sort of have here, too :)

Other things that can help are things like the Rule of Left (or Right) wherein the party always goes in a specific direction unless there's a really compelling reason not to and the Rule of Two, where if at least 2 players agree on a course of action then that's what occurs. Obviously the last one needs some moderation so you don't end up with one or two people driving a large part of the action though.


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

I personally also go with rule of 24 hours and just move it on if no one else has suggested a course of action.


Iron Gods: Iron maps;

I like all those three rules. I will try to apply them.

I agree we are advancing at good pace, despite the boards are working horrible this last week!

The problem with this first chapter is it is extremely dungeon based, a style that does not translate very well to PbP. In fact one interesting thing with Shackled City is you can see how Paizo style evolves from the first chapter to the last one.

I think they realized playing an enormous dungeon after another enormous dungeon becomes tiring quickly for most players. The chapters evolve from very heavy maze-like dungeons to event-based and straightforward dungeons lead by plot where you can see a style much similar to current APs in my opinion.

We still have ahead 3 large dungeons, but nothing as extense and maze-like as Jzadirune. I was tempted to cut it out as I judged it very consuming in PbP, but I think it is quite unique after all in the AP that it is worthed to run through.


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 with Marigold carrying the keys.

Boards are indeed terrible - have been trying all week to download the Hell's Vengeance players guide... Given up :(

Appreciate its great that the Humble Bundle has attracted loads of new interest in PFRPG, but a bit of thought on how it would be detrimental to established threads and functionality on the boards for established piazites would have been better.

Okay rant over lol.

As for exploration - think your doing a grand job, and the pacing and delivery have been perfect. Given how many posts we can slam in when we get up a head of steam, think kudos are due to all (especially GM-R) that nothing's got too confused and complex encounters like combats and the like have flowed well.


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)

Marigold is the Keymaster, although the loot master just got a significant upgrade too, I see....

GM I'm happy with how things have bee progressing, especially considering the fact this group definitely has a 6-7 hour split between some of the time zones.

@Maxim

Quote:
Boards are indeed terrible - have been trying all week to download the Hell's Vengeance players guide... Given up :(

I've had some luck switching back and forth between Chrome and Firefox, not great but some.


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 think we are progressing well. The mini jumps seem to be working. I'd be hesitate about the "left/right" thing, but we might be able to say "head east, and then go clock wise" or something like that.


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)

Lesson for us all - that unassuming wee grey bag is never just an unassuming wee grey bag :)


Iron Gods: Iron maps;

For some reason the gnomes decided to cast a permanency magic aura spell on the bag :P

This place is full of ill effects.


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)

Hey as a 1st level character - a magic bag is a magic bag! Will go with them magic beans we find in the next chamber lol.


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))

Bags of holding are helpful at any level.


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

^ Truth!


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 find a third disabled machine? I'm trying to remember now. I thought back a few rooms there was another. If so, we should totally get the gem out of that one too.


Iron Gods: Iron maps;

The other one was dismounted and had no gem though :P


Iron Gods: Iron maps;

This is likely going to end fast, so, I will ask, after searching the new room, what direction would you prefer to take?

The I geared door to the east of the classroom, or the secret door to the south of J28?


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 vote east, lets see if we can complete the map and fill in the gaps.


Iron Gods: Iron maps;

Cool! If someone else agrees east is the best option, I will move for 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)

Yeah but Secret Doors = treasure... :)

Seriously ignore my greedy dwarven ramblings. Anywhich Way works for me.


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 door just goes to where we already explored doesn't it?


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)

There's a second secret door on the other side of the hallway there. So yes it leads where we've already been but also takes us to a spot that was bypassed.


Iron Gods: Iron maps;

And so it finishes the great beast that hold on fear the dark creepers. I am still rolling on the floor on how this could happen xD


Iron Gods: Iron maps;

I assumed JJ will use the group mwk thieve's tools and he will get rid of his armor check penalties before the attempt.

Perhaps it would be a good idea you register the +2 to disable device from the tools in your sheet so we do not ever forget about 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)

Okay - have added a claimed "tag" to LOOT SHEET items that are being carried/used/claimed by members of the group.

We're again starting to amass some decent wee items that folk need to decide if they want to carry or use.

I've claimed the Bag of Holding for Maxim at the moment - purely as Quartermaster and an easy means of transporting swag.

I've adjusted the sheet to cover potions and holy water that was claimed earlier by Ryan and Marigold, and based on GM-Rutseg's suggestion above have assigned the MW tools to JJ (remember to adjust your sheets to reflect folks)

Still to be taken are:

3 Potions of CLW (Maxim may snag one of these if they remain untaken)
1 Dose of Unidentified Poison
1 Potion of Delay Poison
3 Doses of Spider Venom Poison
1 Dose of Dust of Illusion
1 Potion of Invisibility
1 MW Dagger c/w Poison Compartment (holding 1 Dose of Spider Venom)

These are some pretty cool items and should be used/carried by someone :)


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

Ruben will also take a potion of CLW if permissible


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

MG wouldn't touch the poisons and I think others could get more use from the Invisibility potion and the Dust :)


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))

bah, should have read up pin rules, if I did a CMB instead of escape artist it would have been a +4 bonus not -1. Any chance of a retcon?


Iron Gods: Iron maps;

Yep, is understandable. It would be a 22 in that case.


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Iron Gods: Iron maps;

You lot are doing an outstanding job for a level 1 group :)

Quite amazed you are going through this tough encounter after a difficult beginning.


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)

I for one am loving the encounters - challenges are better than walkovers.

Some great creatures too - Raggamoffyn is a new one for me, and has been a great and colourful encounter.


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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))

Agreed.

Though I think JJ is going to be ready for bed when this encounter is finished.


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Iron Gods: Iron maps;

Ok, I hope it is ok I GMed a bit the end of the encounter. The creature did still have 10hp, but with all of you flanking it and Marigold healing you it would have probably fallen in one or two rounds.

It was not a final encounter so I decided to not lose much more time on it. The room was laid unmolested by the skulks and dark creepers since one of the skulks was captured. That was the skulk you saw running and finally fought here. He was trying to bring some living host to the room for the second raggamoffyn. You were right before, it was some kind of trap ;)

This raggamoffyn creature is classified among the most stupid D&D creatures, and they in fact did not create a replica for Pathfinder xD
But I think it fits very well for Jzadirune and the crazy gnomes magic.

So where to now? We have a vote from Ruben to the south N door, or perhaps sleep suggests JJ


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)

if I'm reading the map right we cant reach N from where we are right now. That's the end of the hallway we checked earier, granted a few rooms remain unchecked as we did not have keys for them at the time.

Ryan votes resting as posted. from there we can check the rooms at the bottom of the grand hall(gricks home) and then move east or west and go to the south end of the map via throne room(east) or kitchen/park(west). Don't see why we'd leave those 4 rooms unless we don't have keys for them atm. didn't check keys found against door assignments while typing


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))

Only five minutes walk from the comfort of the surface world, and away from the cursed floors that hold The Vanishing. I know where I (and JJ for that matter, who is no dwarf) would sleep more comfortably.


Iron Gods: Iron maps;

Do you plan to visit other places besides Ghelve's? Would you like to sleep at your homes, talk with someone in the city or buy/sell stuff?


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 game for either option, sleeping down below or returning to the surface. Although I don't think MG would have anyone in particular that she'd want to talk to, it might not be a bad idea to sell some things and resupply if we do go back topside.


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)

Should we return above, I think Ryan is going to invest in some scrolls, Doom x2, Divine Favor, Bless. The doom for creatures such as the Dark Slayer and Grick... perhaps I should add Raggamuffyn to that list :).

Ryan needs the boost from divine Favor and with only one in my pocket per day right now have held off using it, probably when I should.

And Bless as a back up group boost when we have extended into the wee hours of the morning once more, I have faith in us to do so again

Speaking of spells Bless atm seems to be the best group option I have, other suggestions?


Iron Gods: Iron maps;

Ok, I will post the rest time once I reach home but I want you to know you can level up to 2.

Please post here an entry with your level decisions. HP increase as in Pathfinder.


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)

Lvl 2
+7 hp [5(d8+1) + 2(Con)]
+1 BAB = +1 BAB total
+1 Fort & +1 Will = 3 0 3 before mods
+1 Orison [4 total] added resistence
+1 1st lvl spell [3 total + 1 domain] added Doom
+6 skills - Appraise(background), Craft Alchemy(Background), Diplomacy, Heal, Sense Motive, Spellcraft


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))

Nice!

JJ will crash at his own pad. He slept at Gleves the previous night and needs his rest. The next day he'll swing past the temple of St Cuthbert to see of uncle Alek is free to talk with him.

What is the per-person loot available?

Also, anything special about that last shortsword? Finely made (MW)?


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

Bless is a good option, even if it doesn't stack completely with Inspire Courage. It'll have to wait until 3rd level but if need be Marigold can take it then and free up your slots for other spells, depending on party need :)

Anyhoo, here's what we've got for MG:

+9 HPs (5 + 3 Con + 1 FCB)
+1 BAB
+1 Will
+1 1st level cast per day
+1 Orison - Stabilize
+1 Mystery Spell - Color Spray
+5 Skill Points (Heal, Kn. Arcana, Perception x2, Sense Motive)
+2 BG Skill Points (Kn. Geography, Kn. History)


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))

JJ is advancing as a Ranger
+8hp (6 +1 Con +1 FCB)
+1 BAB
+1 to ref and Fort
Two weapon fighting
Skills: Acrobatics; disable device; knowledge(local, nobility, planes); Stealth; Survival.


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 2 - sweet. Will get on that later today! Was planning on taking a level in Gunslinger, but will likely go wizard to gain another spell per day... Mmmm.

Okay I have another wee suggestion for the group - we rent a house as a base?

Am conscious that we can't keep taking over Ghelve's, and had thought about the potential of us getting our own lodgings...

Know JJ has a loft apartment of his own, and know we all have places to head/hide/hunker down if things go south, but just mulled if it would be beneficial to get our own place?

Again with the loot we need to decide if we're keeping anything specific (something that might have story significance etc) - I'll work out the per head loot and we can take it from there.

Maxim will head with any swag to his Uncle for selling on. If anyone wants to take items for sale/trade to their respective contacts (when I played clerics and their ilk would oft pay a tithe or drop something shiny in the coffers for good graces ;)

@GM-R: Will RP that encounter with his Uncle Adrick in the game thread.


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)

On a separate note regarding Loot and its distribution (was prompted by JJ's question about per-person loot available)

We've all taken (thus far) a wee cut for daily carry coin. Outwith items to be sold and traded the communal loot is currently:

GP: 1162
SP: 5068
CP: 720

Split 7 ways (if we are still including Dandarrion) it equates to:

GP: 166 each
SP: 724 each
CP: 102 (with 6 left over)

If we've just going with a six way split it becomes:

GP: 193 each
SP: 850 each
CP: 132 each

You can take and use this immediately or swap it out for corresponding treasure and "shiny" items (gems, jewellery etc). Just let me know or adjust the Loot Sheet if you 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))

Are ioun torches on our list of stuff we can buy? Alternatively how much would a continual flame spell on a headband cost?


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

My laptop is currently out of commission at the moment which is very annoying. I should have it fixed by tonight so will post my level up then when I get access to HL.


Iron Gods: Iron maps;
_JJ Surabar wrote:
Are ioun torches on our list of stuff we can buy? Alternatively how much would a continual flame spell on a headband cost?

You can request at Maavu Exports to be cast a continual flame for 110gp.

An ioun torch would not be available in Cauldron, but you could ask for a powerless ioun stone and request a continual flame spell over it. Compared to an everburning torch, it seems more fair to me a 220gp (110gp everburning torch x2 slotless magic item).

Maxim Snaphånce wrote:

Okay I have another wee suggestion for the group - we rent a house as a base?

Ok! In order to simplify things I will run this under the cost of living rules. Which means, you can rent a room by choosing communally what life style you wish for your characters and summing up that amount to find a house and its service.

At current I assume you are all under the Poor cost of living, whether you live in poor communal rooms, at the temple, at parents house, etc...

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