[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;
_JJ Surabar wrote:
Does the large dwarf have an Urgosh ?

Too easy! He carries a falchion.


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 waits for guidance from the others about whether we are prisoners or something else. Then the blood thirty dwarf strikes the unusually large dwarf.

With a sigh JJ loosens his weapons, reluctant to possibly spoil a plan that seems to be in a state of flux.


Iron Gods: Iron maps;

It is the chaos of combat. Either way Kikinnin was advanced so his character probably did not know what were you planning. I think it is coming down to an interesting RP-combat scene!

Now you have a dwarf single fighting a large dwarf and have to react quickly on how do you bypass the Earth Elemental in order to help him.


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)

Sorry for the absence, father in hospital and brain slightly scattered ATM, he'll be fine but was a not so fun 36 hrs.


Iron Gods: Iron maps;

Sorry to hear that Ryan. I hope he gets well soon.


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

Hospitals are no fun, unless you're bringing babies into this world. Hope as GM Rutseg hopes.


Iron Gods: Iron maps;

I am a bit hesitant to keep going without Marigold, JJ and Maxim turns as I do not know if you are willing to attempt Maxim's idea.

It seemed like him was hoping for one of the non-dwarvens to use the dust to become a hobgoblin but it seems no one this far is involved with the idea. I do not know if Marigold/JJ want to take the dust and attempt a Bluff or Disguise against the elemental.

It might mean a real change on how the elemental might react against the group due to his orders.

For this time I am inclined to wait a bit more instead of pushing the round.

Please, let me know if you need clarification or feel confused in anyway at this point.


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

Can you please clarify if the big dwarf is already dead? He should be dead now... it'll make things easier, I'm telling you...


Iron Gods: Iron maps;

Mmmm... I would say he is moderately damaged, but nothing serious still. You also did not find out what makes this dwarf so strange with your Perception roll.


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

So, is the big dwarf dead yet? He should be dead now... I'm telling 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

Sorry guys, I start my new job on Monday so I've spent parts of the last couple of days trying to get some stuff done as well as wrench my sleeping schedule back into something more normal. As you might expect, it's left me a little sleepier and my mind a bit foggier than usual. Let me catch up on Gameplay and see if I/Marigold has something to add :)


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

No worries Marigold. Good luck on Monday, I'm sure you'll ace 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)

Back in the saddle folks, been a breakneck pace of a weekend. Will try and get up to speed asap, and at the very least get the Loot sheet updated.

@Ryan: Glad to hear your dad's on the mend.

@Marigold: Echoing Ruben's good luck for Monday - you'll be an asset for sure :)


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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

Thanks guys and yes, I'm glad your dad will be okay Ryan!

As an aside, I'll try and update the Campaign Info document a little bit later today. Though it's not much, I think there's some new info to add on Kazmojen plus blurbs for the group of nobles we crossed paths with earlier.


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))

New job - very exciting Marigold, don't worry about the info document - low priority compared to the new role.

Sorry to hear about your fathers illness Ryan, hospitals are not fun places. Glad to hear he is on the mend.


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

No worries, I had some free time this afternoon! Campaign Journal should now be updated with a little additional info on Kazmojen as well as entries for Ryan's noble 'friends', Spike, Yuathyb, Xukasus, and the mysterious Pyllrak Shyraat... :)

As the document grows I may have to start sectioning it off though I'm not sure if I should do it by category (NPCs, Antagonists, Places) or perhaps by Book (start a new list each time we begin a new book in the AP).


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 understand Cauldron and the NPCs within is a given for the campaign, so I would think by location rather than by book would be best.

We might or might not come back to the fortress or Jazaradine, but Cauldron we will be seeing a lot of. So I would expect some of the NPCs to be recurring friends and/or villains.


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 just remembered, we are using Hero points. Not sure how many of them JJ has, but could he use one or however many to negate the crit and just get knocked unconscious?


Iron Gods: Iron maps;

Yep! You have two according to my notes in the Campaign tab.

If Maxim does not avoid it, I will grant you one use to avoid the critical. They were created exactly to this end!


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Iron Gods: Iron maps;

This was not supposed to be that a dangerous encounter once Spike was appeased, but look what a falchion for an axe change might cause.

There is a reason axes are so fearful at lower levels!

I am very happy we are playing with hero points, it would have been ugly to lose JJ like this.

Besides, great work Marigold!!! It also helps me a lot to keep track of what exactly you have discovered and what not :D


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)

Was a very close call - a timely reminder that we're only 2nd levellers! :S

Hero points are a great boon.

Still not sure about this "big dwarf" - encounter entries are consistently hinting at something odd about him... If we don't drop him with AoO then we may need a rethink - rushing in means one of us might get nailed again...

Will get the loot sheet updated today sometime - in work early to clear the decks.


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))

Not just a bit one, a Giant Dwarf. Maybe try missile fire? He must be pretty close to down.


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)

We've a shed load of crossbows and such from the swag...

Just saying...


Iron Gods: Iron maps;
Marigold Montajay wrote:
Move action to current position, move action to retrieve the wand.

In my game environment we usually consider wands, staffs, rods and the like as weapon-like and thus draw them as part of a move if having BAB>1.

I do not know if someone has strong ruling evidence/advice against this, but otherwise I will allow that interpretation on this campaign and you could draw the wand and heal JJ on this very same round 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)

Makes sense - have also always treated them akin to weapons.


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)

Please do MG the cleric came up 1 or 2 short :)


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)

BTW congrats on the new job MG, hope your 1st two days have went well.


Iron Gods: Iron maps;

Yup! How good was the first day?


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

Good, but yesterday and today were really busy! The manager has been out of the office and the assistant manage came down with the flu and had to go home early yesterday (and is now off for the rest of the week). So my schedule for this week got bumped from 8a-4p Mon/Tue/Thur/Fri to 8a-6p for all those days. I won't complain about the extra money but I'm definitely a little on the tired side!

Now to go see what I can do about patching JJ up; I'll amend my Round 4 action to account for the above discussion :)


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)

See - one day in and you're running the place :)

Go 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)

Loot sheet updated - have tweaked the format and colour scheme to reflect a new location.


Iron Gods: Iron maps;

Just a post to let you know I am around.

I guess you want to go through the door to the southwest. Feel free to make any preparations you think reasonable and tell me what strategy you do use to go into the fortress.


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 wouldn't mind one of those chain shirts if we can spare it guys


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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))

grab it!


Iron Gods: Iron maps;

Forgot: No weapon cord Kikinnin

Edit : Aaand... you can freely distribute yourself around the armory room


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'll grab the other chain shirt, assuming one happens to be small-sized ;)


Iron Gods: Iron maps;

You would need to do some fixes first to fit to small size. I think you found some small sized armors before though, the gnome ones, I do not know where have you placed them exactly.


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)

The gnome armour was sold - but just realised that we had a MW Breastplate - which would have fitted Marigold and one she would have been proficient in wearing...

Any chance we can retcon that Mari would have taken this? Would have a -3 Armour Penalty which is exactly the same as the Hide Armour she wears.

Sorry - guess this is an example of missing stuff, but also why we need to review and "claim" loot as an ongoing process.

DM-R: would you allow Mari to have the MW Breastplate? Would have made no sense for her not to have claimed it... (pretty please)


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Iron Gods: Iron maps;

Sure, no problem, I guess Marigold would have placed her eye on it, and it has not happened so far in time anyway, so why not.

If she wants the breastplate, she can retcon it.


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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

Sorry folks, I kinda assumed that among all this armor of dwarven make that some of it would've been sized for smaller folks. I mainly wanted the chain shirt because the ACP would've been a little less than what she has now but I'll gladly take the breastplate - thank you! :)

I'll be sure to look over the armor and equipment we find more thoroughly to make sure I don't miss anything she could use. Feel free to put her hide armor into the sell pile! Will update her AC/sheet in just a moment.

*edit because I think I came across sounding grumpy when I wasn't meaning to*


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 MG.

GM, would fido still get a higher ground bonus with both of us in the slab? He didn't get me this time but should another bite be coming


Iron Gods: Iron maps;

Sorry, that was a copy & paste error from its last round routine!


Iron Gods: Iron maps;

Ei JJ, where the problems with the zoom come from? Have you tried selecting the zoom tool and just clicking on the place you want to enlarge? I usually also use it to draw a window where to zoom.

It should also work on tablets with the Slides app dowonloaded.

Is there something I could do to ease the use of the map?


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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))

Okay, embarrased look here. I've been using a browser zoom not the tool in the docs app. That works much better.

Although I've just upgraded my PC and Edge seems to be a little odd. AFter I loaded it up in IE and played with it, Edge started to work properly as well. Probbaly my driving ability.

JJ's attack will be against the rat/dog thingy rather than a goblin.


Iron Gods: Iron maps;

Great! I am happy you can see it good finally :)

If you or other one have map related problems let me know so I can try to help it out.


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)
Marigold Montajay wrote:

Sorry folks, I kinda assumed that among all this armor of dwarven make that some of it would've been sized for smaller folks. I mainly wanted the chain shirt because the ACP would've been a little less than what she has now but I'll gladly take the breastplate - thank you! :)

I'll be sure to look over the armor and equipment we find more thoroughly to make sure I don't miss anything she could use. Feel free to put her hide armor into the sell pile! Will update her AC/sheet in just a moment.

*edit because I think I came across sounding grumpy when I wasn't meaning to*

Nae worries Marigold. Should have picked up on it when we were selling the loot, as quartermaster I', also trying to suggest items for individuals as well before we sell them on.

Will adjust he Loot Sheet with the breastplate claim and hide armour swap out.

Map works fine for me GM-R.


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 seeing the 10ft shape on the map. See a 20ft radius (yellow)? Could you (or JJ :) move JJ to where he's engaging to i can best guess where to have the spell land...

Cheers


Iron Gods: Iron maps;

Ok, I made the shape to red dash line so it is more easily seen.

Also the map reflects the current situation by now of where exactly is everybody.


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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)

Cool - have shifted it to capture hob, but gives JJ options to engage without getting caught in the slumber zone.


4 people marked this as a favorite.
Iron Gods: Iron maps;

Besides, congrats on our first 1000 posts :)

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