The Shackled City Adventure Path by GM Rutseg

Game Master Balacertar

Chapter 8 - LORDS OF OBLIVION

Cauldron map
Redgorge map
Current map

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

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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Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map

The die certainly makes this game more interesting. I also think Juraan is probably more attached than the others and that somehow blinded him a bit.

A couple of things rule-wise Juraan about your last turn:

- A hero point extra action only allows you for a standard action, you cannot take a full round action, so, only a single claw attack. Do you take it or prefer another approach?

- Keeping the grapple requires a grapple check. Fortunately, the check comes with a +5 bonus. You automatically deal damage equal to your natural attack. If you prefer, you can free Jil from the grapple and perform the 2 claw attacks you did in your post.

Let me know about your choices!


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

Juraan is also quite ... impulsive. And more than a little.
Especially in combat.

I obviously hand't thought about letting go first.
I got caught up in the moment, as it were. :D

I will therefore let go of Jil and and cast a spell instead, since
that has worked well so far. And I'll save that hero point for now.

I'll put together a 'redo' and post in a moment.

A few minutes later...

Okay, done!

Just a quick question about casting defensively, though. I had Juraan
cast Shocking Grasp with the Intensified Spell feat. I treated it as
a level 2 spell for the concentration check (DC 15 + 2 x level 2 = 19).
Is that correct? I am assuming the spell level includes any level
increases for metamagic feats like that.

That's just for reference's sake.


Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map

I know, and I tried to roleplay Juraan as impulsive as his dragon blood makes him. And that is part of his charm. At least it makes for good stories for the GM O:)

Although it would seem from the metamagic feats section that you should use the original spell level for reference, a metamagic faq clarified Concentration DC is calculated with the slot level you use. A short guide for metamagic spell level: basically chose whatever is worse for the caster, the original spell level or the new heightened spell level.


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

As I see it too, Juraan has a peculiar mix of personality traits. The
(very) slow and steady earth elemental bloodline conflicting with the
impulsive dragon blood in him. Makes for interesting behaviour.

I thought that might be the case for concentration checks, for the sake
of game balance. That's how I calculated it anyway.


Rogue 2/Cleric of Pharasma 11 | HP = 137/137 | AC = 18 | Initiative +6 | Perception +19 | CMD – 21 | CMB – +9 | F +8 (+10 Spider Poison) | R +8 | W +9 | Channels 2/10 | HP = 1/3 | Counterspell Hold Person

I am pretty sure we discussed retaining a Diamond worth 5,000 GP after we defeated the Dragon just for such a thing happening. As I currently have the spell in my inventory for the day I would have that Diamond on hand as well. First, though, let's finish combat!


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

Indeed! Juraan really wants to kick some bottoms now! (grrrrr)


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

Famous last words, those! Almost snuffed it just after posting that last line! :-/


Rogue 2/Cleric of Pharasma 11 | HP = 137/137 | AC = 18 | Initiative +6 | Perception +19 | CMD – 21 | CMB – +9 | F +8 (+10 Spider Poison) | R +8 | W +9 | Channels 2/10 | HP = 1/3 | Counterspell Hold Person

Juraan, the negative energy does not effect you, I have Selective Channeling so only the foes took that hit.

The Cone I dropped as I can simply heal you next Round! I missed the fact that JJ was in there... :-(


Rogue 2/Cleric of Pharasma 11 | HP = 137/137 | AC = 18 | Initiative +6 | Perception +19 | CMD – 21 | CMB – +9 | F +8 (+10 Spider Poison) | R +8 | W +9 | Channels 2/10 | HP = 1/3 | Counterspell Hold Person

Kythel Spells Updated:

0th – 4 Create Water, Detect Magic, Guidance, Resistance
1st – 5+D (Cure Light Wounds), Detect Evil, Protection from Evil x2, Bless Water. Shield of Faith (cast)
2nd – 5+D (Cure Moderate Wounds), Calm Emotions, Enthrall, Gentle Repose, Hold Person. Silence.
3rd – 5+D (Cure Serious Wounds)(cast), Searing Light, Dispel Magic (cast), Remove Disease (cast), Remove Blindness/Deafness. Invisibility Purge (cast).
4th - 4+D (Cure Critical Wounds) Blessing of Fervor (APG) (cast), Dismissal, Sending. Divine Power (cast).
5th – 2+D (Breath of Life) Flamestrike, Raise Dead.
6th - 1+D [Cone of Cold] (cast) - Heal.

Channels 2/10


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

GM Rusteg adjudicated/ruled that you couldn't exclude me because you couldn't see me.

Which is fine - at least I didn't (quite) croak...


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

@ Kythel:
I just had a quick look at the selective channel rule.
It doesn't say one way or the other if you have to see who to exclude.

So, I'm going by GM Rusteg's ruling that you have to see someone to exclude them.

Even though it's pretty painful for Juraan at the moment.
Although I have been jammy (lucky) with most of his saves.

Which reminds me...

@ GM Rusteg:
Even though it came from a wand, and not his own spell casting, can Juraan dismiss the effects of that Greater Invisibility?

Juraan probably can't survive another negative channel, even if he does make another successful save...


Shadow's Status
Juraan wrote:

GM Rusteg adjudicated/ruled that you couldn't exclude me because you couldn't see me.

Which is fine - at least I didn't (quite) croak...

Ahhh, damn, fair point but though Mindlink I had an idea where you were. I suppose ultimately it's up to the DM. :-(


Shadow's Status
Juraan wrote:

@ Kythel:

I just had a quick look at the selective channel rule.
It doesn't say one way or the other if you have to see who to exclude.

So, I'm going by GM Rusteg's ruling that you have to see someone to exclude them.

Even though it's pretty painful for Juraan at the moment.
Although I have been jammy (lucky) with most of his saves.

Which reminds me...

@ GM Rusteg:
Even though it came from a wand, and not his own spell casting, can Juraan dismiss the effects of that Greater Invisibility?

Juraan probably can't survive another negative channel, even if he does make another successful save...

Kythel purged invisibility so in such an instance I can once more target and exclude you from that negative energy pulse.

No save vs invisibility purge.


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Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map

The feat talks about "selecting a number of targets" a process that is described in the aiming a spell section of the rules, for lack of a specific entry for supernatural abilities or feats. Although if a section on feat targeting existed I do not think it would differ from what is explained in there.

Anyway for the specific case of Selective Channeling the designers clarified the intention in this faq some time ago.

The channel affects Juraan because it is an area effect, but the selective channeling cannot be done because there is no line of sight for Kythel nor is he touching the sorcerer.

Invisibility is dismissable, and Juraan was the one to use the wand to cast it, thus I think it is under Juraan's capacity to end the spell prematurely if so he desires.


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

Oh, wow! I had tears in my eyes typing up that last turn.

However that was only because I just ate a casserole I made
with [u]only[/u] four (!) Habanero chillies in the pot! :o

But, anyway...

@ GM Rusteg:
Here is a sort-of random 'what if' question for the future...
If Juraan later takes the craft wand feat, can he create wands that
project spells as if he cast them with his metamagic feats and bloodline
abilities? For example, could he create a wand that casts ranged shocking
grasp that does acid damage, as has done in this current fight?

Just curious, even though it will be a while before Juraan can get
another feat anyway.


Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map

From the metamagic feats entry:

PRD wrote:
Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.

Then from the wands entry in Magic Items:

PRD wrote:
A wand is a thin baton that contains a single spell of 4th level or lower. [...]

So the answer is yes, but the combined spell level could not be higher than 4.

Besides, Habanero chillies are evil :)


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

Thanks! That's something for future consideration.

Funny you should say Habaneros are evil...

Amongst other things, I'm trying to grow some chillies on my balcony, to
help pass the time during all this lock-down business. One of them is a
Trinidad Scorpion Moruga Yellow - that one's only supposed to be a mere
nine or ten times hotter than a regular Habanero.

Mua-ha-ha!


Rogue 2/Cleric of Pharasma 11 | HP = 137/137 | AC = 18 | Initiative +6 | Perception +19 | CMD – 21 | CMB – +9 | F +8 (+10 Spider Poison) | R +8 | W +9 | Channels 2/10 | HP = 1/3 | Counterspell Hold Person

Yes, I will keep those two Channels in my pocket for now.

Never cast Raise Dead as a PC before as I have mostly DM'ed in my playing career, excited to see what happens :-)


Male CN Human : Fighter 1 (Archer) / Eldritch Knight 2 / Dragon Disciple 1 / Sorcerer 9 (Crossblooded) - Level 13, CR 12 | HP: 52/76 | AC: 24 (16 Tch, 20 Fl) | CMB: +9, CMD: 23 | F: +9, R: +6, W: +9 | Init: +2 | Perc: +15, SM: +7 | Speed 30ft | Acid Ray (1D6+4): 7/7 | Magic Claws 1d6+1+1d6 acid 7/7 | Spells: 1st 4/7, 2nd 2/7, 3rd 7/7, 4th 5/6, 5th (3/3) | Active conditions: (blessing of fervour, greater invisibility), Hero Points: 1

Seems to have worked quite well, actually...


Rogue 2/Cleric of Pharasma 11 | HP = 137/137 | AC = 18 | Initiative +6 | Perception +19 | CMD – 21 | CMB – +9 | F +8 (+10 Spider Poison) | R +8 | W +9 | Channels 2/10 | HP = 1/3 | Counterspell Hold Person
Juraan wrote:
Seems to have worked quite well, actually...

Sure did!

The description seems to indicate that the DM could prevent a Raise spell is the person is "not willing to come back", one never knows what lurks in the mind of an NPC so I did not take it for granted ;-)


Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 3 | HP 100/100 | AC 24/T18/FF19 | F+10, R+14, W+11| Perception +12; Darkvision 60ft. | Init +4 | Move: 20ft.| Hero Points: 1 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+22 Disable Device; +19 Know (Planes); +16 Know (Arcana) & Spellcraft; +15 Appraise; +14 Craft (Alchemy) & Stealth; +13 Escape Artist & Sense Motive

@Juraan: As your back (and did all the donkey work) - am more than happy to relinquish the role of Keeper of the Loot to your good self :) Regardless I will still remain the nag of claiming items and updating sheets lol.


Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map

So are we moving to House Rhiavadi? Any ideas on how you want to approach?

It seemed some of you wanted to knock at the door disguised as servants. Fario suggested to find another kind of individual to pose. Anyway, if you decide for disguise, how each of you is disguising/proceeding forward?


Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map

I am around. Just reading interested your interchanges :)


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Rogue 2/Cleric of Pharasma 11 | HP = 137/137 | AC = 18 | Initiative +6 | Perception +19 | CMD – 21 | CMB – +9 | F +8 (+10 Spider Poison) | R +8 | W +9 | Channels 2/10 | HP = 1/3 | Counterspell Hold Person

Sorry, busy weekend!

Kythel Spells Updated:

0th – 4 Create Water, Detect Magic, Guidance, Resistance
1st – 5+D (Cure Light Wounds), Detect Evil, Protection from Evil x2 (both cast), Bless Water. Shield of Faith (cast)
2nd – 5+D (Cure Moderate Wounds), Calm Emotions, Enthrall, Gentle Repose, Hold Person. Silence (cast).
3rd – 5+D (Cure Serious Wounds)(cast), Searing Light, Dispel Magic (cast), Remove Disease (cast), Remove Blindness/Deafness. Invisibility Purge (cast).
4th - 4+D (Cure Critical Wounds) Blessing of Fervor (APG) (cast), Dismissal, Sending. Divine Power (cast).
5th – 2+D (Breath of Life) Flamestrike (cast as Mass Cure Light), Raise Dead (cast).
6th - 1+D [Cone of Cold] (cast) - Heal.

Channels 2/10


Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map
Kikinnin Rouradont wrote:
I'm presuming that the Silence is the last spell cast, for the relative durations (minutes versus rounds). Also, I think the Silence can be either person or object, as the spell follows either as mobile.

Kikinnin is right! For some reason I thought the target creature version just steals the voice of the creature, but it is not the case, it really creates an area of silence just as if you made it on an object.

About invisibility, I guess Juraan will use the wand on you, as Maxim has been clear he does not want any magic from the Striders xD


Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 3 | HP 100/100 | AC 24/T18/FF19 | F+10, R+14, W+11| Perception +12; Darkvision 60ft. | Init +4 | Move: 20ft.| Hero Points: 1 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+22 Disable Device; +19 Know (Planes); +16 Know (Arcana) & Spellcraft; +15 Appraise; +14 Craft (Alchemy) & Stealth; +13 Escape Artist & Sense Motive

Yup - take my chances using stealth and guile ;)


HP 127/127 l AC 22, T 13, FF 22 l CMD 18 l F +13, R +9, W +15; +2 bonus vs. illusions l Lucky Halfling (1/1), Spray of Shooting Stars (2/3), L1: 8/8, L2: 7/7, L3: 2/7, L4: 7/7, L5: 5/7, L6: 4/4 l Init +7 l Senses: Perception +18, Concentration +19 | Female Halfling Oracle (Heavens) 13 l Active Conditions: l Hero Points 1/3

Checking in; I decided to take Monday off from PbP as a spur-of-the-moment thing and work tonight (Tuesday night) has been a bit busy. Marigold would've accepted a shot of Invisibility prior to all of this ruckus starting as well :)


Shadow's Status

Heh, yeah glad I am not going into work with what is going on in Manhattan right now, a few people stepped out of my office to an interesting scene on Monday night and worked from home on Tuesday!


Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map
_JJ Surabar wrote:

I have a very busy weekend, so might not be posting much over the next couple of days.. bad timing sorry.

Thanks for the heads up JJ.

Ok. Let me set up this encounter so you can better judge how to spend your surprise round. It will probably take me some hours to find a calm moment.


Ire of the Storm: Ire of the Storm maps; Shackled City: Player's Guide - Expectations | Shackled City map

Umf, I was warned but it was tough long anyway. That took 4 hours of work to craft, my absolute longest ever!

A friend GM who ran Shackled City some years ago told me this encounter has been his toughest to prepare and run in his long GMing career.

I can see why that is nearly impossible to manage at a table, but let's see if we can run through it at its fullest detail. Being able to sit and work on it in PbP is an advantage, but still expect this will require more days than usual for me to find the proper time slot to move us through this one. Please be patient.

Also, you probably already noticed, but this is an exceptionally dangerous encounter. You will need to be exceptionally tactical and careful in this one, so take your time and do not rush. I am going to give extra time during this encounter for posting, so do not feel pressed to post immediately and take your time to make sure you are doing your best and enjoy!

Most people consider this point and what remains of the chapter the absolute climax of the AP.

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