DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Female Human Priestess of Iomedae 10

Good question Nemoris, 10 feet per round is the current's effect

Wayfinder won't let me post as DM for some reason. WTF?

-Posted with Wayfinder


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

If Nowazi is stun I will row the boat to the shore and take it out of the water


Technically Dalamus, Epik, Braelex AND Magma should auto-fail their saves for rolling Perception first. Freebie today since it's all of you. Saves always first on your very next post ... remember!

Headless Demon Suprise Round cont

After the series of sonic bursts, leaving Nowzai and Sam stunned, Dalamus calls out and draws his bow. Back behind the statue, a lizard-like creature wearing armor made of what looks to be insect chitin steps out of hiding and begins to cast a spell.

Image of Lessikal and the other creatures in your Roll20 journals

Knowledge Local DC 15:
The creature and it's companions are troglodytes: jungle-based reptilian humanoids known for their awful stench and ability to hide amongst stone and rock

Knowledge Religion DC 20:
The symbol is an ancient one of Achaekek, the Mantis God

Headless Demon Round 1

Init Order: Nowzai, A, Epik, Jenya, M, Magma, D, Nemoris, Sam, Dalamus, Lessikal

At the beginning of the round, all the boats move 10 feet to the west

Nowzai sits stunned in the boat. Two of the other lizard creatures cast spells, and shimmering saw-toothed swords appear next to Nowzai and Sam striking out at them. The creatures then duck back behind the stone. The third one casts a paralyzing spell at Dalamus Will Save DC15 or be paralyzed for 4 rounds, saving to break every round

Epik and Magma drive their rowboats forward, each of you make a DC 20 Survival check.

Jenya shakes off the stun and casts blessing of fervor on the party

Spell here

At Nemoris for action

The Dice:

Jenya Fort Save: 1d20 + 8 ⇒ (20) + 8 = 28; pass
Jenya Perception: 1d20 + 7 ⇒ (3) + 7 = 10; fail
Spirit Weap vs Nowzai: 1d20 + 7 ⇒ (12) + 7 = 19; HIT! Damage: 1d8 + 2 ⇒ (6) + 2 = 8 force damage
Spirit Weap vs Sam: 1d20 + 7 ⇒ (9) + 7 = 16; HIT! Damage: 1d8 + 2 ⇒ (6) + 2 = 8 force damage


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I have my touch and my flat foot AC at 17, is my sheet wrong?


Male Fetchling Slayer 7/ Red Mantis 5

knowledge Local
1d20 + 6 ⇒ (8) + 6 = 14

Will Save
1d20 + 3 ⇒ (18) + 3 = 21

What happened with Dalamus's attack last round? He would like to continue to attack that one, if it was a hit.

Dalamus will unleash another arrow at one of the casters

Attack
1d20 + 11 ⇒ (2) + 11 = 13

Damage
1d6 + 2 ⇒ (2) + 2 = 4


Male Fetchling Slayer 7/ Red Mantis 5
DM Fflash wrote:

Technically Dalamus, Epik, Braelex AND Magma should auto-fail their saves for rolling Perception first. Freebie today since it's all of you. Saves always first on your very next post ... remember!

I did the rolls in the order that you had requested them, that is how I have done it the whole time. I was unaware that the order mattered to you, above and beyond the order that you listed them in.

Are there any other rules with the rolls? Obviously attack before damage, but anything else?


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Survival: 1d20 ⇒ 10


Sam ... Stunned is -Dex and -2AC putting you at 15

Dalamus, the only roll rule I have is saves are next roll/next post or auto fail. It's been a rule for about a year. Written in the campaign tab and Ive implemented the auto fail pretty harshly.

-Posted with Wayfinder


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
DM Fflash wrote:

Sam ... Stunned is -Dex and -2AC putting you at 15

Dalamus, the only roll rule I have is saves are next roll/next post or auto fail. It's been a rule for about a year. Written in the campaign tab and Ive implemented the auto fail pretty harshly.

-Posted with Wayfinder

Ok no worries, thought my sheet might be wrong. Thanks

We are in a round I can act in now right?

I was impressed as I watched everyone roll it wrong, I am glad Tike didn't drop the DM hammer on that, even though you all would have made your saves with your first roll


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

survival
1d20 + 8 ⇒ (8) + 8 = 16
Jenya Spell
this round i will take +2 to attack and AC


Dalamus Othreleth wrote:

knowledge Local

1d20 + 6

Will Save
1d20 + 3

What happened with Dalamus's attack last round? He would like to continue to attack that one, if it was a hit.

Dalamus will unleash another arrow at one of the casters

Attack
1d20 + 11

Damage
1d6 + 2

Surprise round, you only get one action. You drew your bow.


Sama'el Val'varen wrote:
DM Fflash wrote:

Sam ... Stunned is -Dex and -2AC putting you at 15

Dalamus, the only roll rule I have is saves are next roll/next post or auto fail. It's been a rule for about a year. Written in the campaign tab and Ive implemented the auto fail pretty harshly.

-Posted with Wayfinder

Ok no worries, thought my sheet might be wrong. Thanks

We are in a round I can act in now right?

I was impressed as I watched everyone roll it wrong, I am glad Tike didn't drop the DM hammer on that, even though you all would have made your saves with your first roll

Yes, Sam .. stun ends at the end of A's turn


Male Human Wizard (Conjuror) 10 / Loremaster 4

I'll wait for the round to resolve and post actions.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Using Haste from Jenya, full round attack (-3 for deadly aim).

First target is red (at a minus 4 for cover I believe) and second is yellow (should be without the -4 I think):

Attack: 1d20 + 12 ⇒ (20) + 12 = 32 Damage: 1d8 + 13 ⇒ (5) + 13 = 18 Miss:1d100 ⇒ 86 Crit: 1d20 + 12 ⇒ (17) + 12 = 29
Attack: 1d20 + 12 ⇒ (16) + 12 = 28 Damage: 1d8 + 13 ⇒ (8) + 13 = 21 Miss:1d100 ⇒ 96 Crit: 1d20 + 12 ⇒ (20) + 12 = 32
Attack: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 13 ⇒ (6) + 13 = 19 Miss:1d100 ⇒ 46 Crit: 1d20 + 7 ⇒ (3) + 7 = 10

Crit damage:
1d8 + 13 + 1d8 + 13 ⇒ (8) + 13 + (5) + 13 = 39 Total damage 39 + 18 = 57


Driving Actions for boat folks:

Driving Actions: A driver can, at the start of her turn, before taking any other action, take any of the following actions (except the “uncontrolled” action) to control a vehicle. If the driver does not take an action, takes another action, or delays or readies an action, she loses control of the vehicle and the vehicle takes the “uncontrolled” action.

Accelerate (standard action): With a successful driving check, the vehicle's current speed increases up to its acceleration (in 5-foot increments; minimum 5 feet), but no higher than its maximum speed. The vehicle can move forward or forward diagonally. In other words, each time a vehicle enters a new 5-foot square, it can choose any of its forward-facing squares—the ones directly in front or either of the squares directly forward and diagonal. This allows the vehicle to swerve. A driver who fails her driving check can only move into squares directly in front of the vehicle's forward facing.

Decelerate (standard action): With a successful driving check, the vehicle's current speed decreases by a rate up to its acceleration (in 5-foot increments; minimum 5 feet). On a failed check, the vehicle does not decelerate. Either way, the vehicle can move forward diagonally. If deceleration reduces a vehicle's speed to 0, some amount of inertia will continue to move the vehicle forward. The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop. Having the Expert Driver feat reduces this distance by 10 feet (minimum 0 feet).

Keep It Going (move action): With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.

Reverse (standard action): A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.

Turn (standard action): The driver takes this action to turn a vehicle's forward facing 90 degrees. The vehicle moves its current speed. If a vehicle's current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle's movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle's former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.

Uncontrolled (no action): When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver.

Rowboats: Maximum Speed 30 ft.; Acceleration 10 ft. Starting speed: 5 Driving Check Skill: Survival (or Wisdom Check)

Updated the rowboats size on the map as well

Headless Demon Round 1 (cont)

Nemoris sets down the oars and draws his bow (move action required so only a single shot available ... if you wish to change your blessing bonus, feel free). The arrow flies true catching the red troglodyte in the forehead and toppling it over backward, the arrow penetrating the creature's brainpan.

Sam?

Init Order: Nowzai, A, Epik, Jenya, M, Magma, D, Nemoris, Sam, Dalamus, Lessikal


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'll change my blessing bonus to defense and +2 to hit


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

How dense is the forest to the north of us, I am looking at flying into that area and using the wand of obscuring mist, but I am not sure if it's too dense to fly in to


Sam, It's difficult terrain and visibility is about 10 feet ... that's at every altitude.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Round 1 / AC 29* / HP 68/83 (13 is Non-Lethal) / Init 9

Sama'el:

Spells Prepared

Cantrips -


  • Dancing Lights
  • Detect Magic
  • Read Magic
  • Mage Hand
  • Touch of Fatigue

Level 1- 6 Total

Level 2- 6 Total

Level 3 - 4 Total


[/list]

Arcane Pool
Arcane Pool Power Points – 11.64

Arcane Pool Power(s)

  • Wand Wielder

Wands


  • Shield - 44Charges
  • Protection from Evil - 50 Charges
  • Obscuring Mist - 48 Charges
  • Weapon Wand - 48 Charges

Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)

I will fly to where I am on the map in Roll20 and use the wand of obscuring mist, which I am hoping will block them from targeting the entire party as we try and land, but sadly f's Nemoris as well.

Everything I am reading on spiritual weapon is that it does not get an AoO for any reason, let me know if that is wrong and I may change my action

Edit - Bonus to AC and Save this round


Sama'el Val'varen wrote:

Round 1 / AC 29* / HP 68/83 (13 is Non-Lethal) / Init 9

I will fly to where I am on the map in Roll20 and use the wand of obscuring mist, which I am hoping will block them from targeting the entire party as we try and land, but sadly f's Nemoris as well.

Everything I am reading on spiritual weapon is that it does not get an AoO for any reason, let...

I'll need to draw the mist on the map so probably won't get another update up until just before the game tonight

Sam, add your altitude as a number on your token, please. Roll fly checks if there is a chance of failure for any of your actions/movement otherwise we'll assume you pass if 1 + fly skill beats the DC

Spiritual Weapon is a spell and as such doesn't threaten. It will however follow you and continue to attack. Also, good form to roll the spellcraft check before you look up spell details ...


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
DM Fflash wrote:
Sama'el Val'varen wrote:

Round 1 / AC 29* / HP 68/83 (13 is Non-Lethal) / Init 9

I will fly to where I am on the map in Roll20 and use the wand of obscuring mist, which I am hoping will block them from targeting the entire party as we try and land, but sadly f's Nemoris as well.

Everything I am reading on spiritual weapon is that it does not get an AoO for any reason, let...

I'll need to draw the mist on the map so probably won't get another update up until just before the game tonight

Sam, add your altitude as a number on your token, please. Roll fly checks if there is a chance of failure for any of your actions/movement otherwise we'll assume you pass if 1 + fly skill beats the DC

Spiritual Weapon is a spell and as such doesn't threaten. It will however follow you and continue to attack. Also, good form to roll the spellcraft check before you look up spell details ...

I will have Red be altitude for now, can't think of anything else I will need it for. I set my aura for the spell, but I know it will follow me if I move so I can just trace around that if you would like.

Sorry, about the spell, my spellcraft is 18 and I knew I couldn't fail the roll so I didn't worry about rolling it. I believe the caster has to be able to see me to move the sword to attack me? He shouldn't have vision as far as I can tell and the spell shouldn't give him vision just by moving it into the mist


EDIT: yes, spell says it returns once it goes out of sight. However, I am not sure concealment is out of sight for these purposes. Let me look into that

EDIT again: hmm, total concealment by definition is no line of sight and the spell even says you lose line of sight. Good to go! Thw sword will return

I'll add the mist token later today for that spot and then you can drop your aura


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

It sounds like by my turn I won't be able to attack anyone, so I'll plan on jumping to the opposite shore. I'm guessing everyone else will be heading to the shore, and it's going to be hard to get targets without cover.

Can I as a standard action, snag my wand of longstrider out of a wrist sheath, and cast longstrider on myself? If so, that would give:

Acrobatics check: 1d20 + 13 ⇒ (18) + 13 = 31 Also, possibly Tike there's a modifier on the roll for being: Slightly unsteady (boat in rough water) +2

I think with the boats movement this round, I need 10.5 feet to land safely on the ground at my new location on the roll20 map. I'm not sure if I still have the rest of my movement, or if the acrobatics check is the whole action either.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
Nemoris wrote:

It sounds like by my turn I won't be able to attack anyone, so I'll plan on jumping to the opposite shore. I'm guessing everyone else will be heading to the shore, and it's going to be hard to get targets without cover.

Can I as a standard action, snag my wand of longstrider out of a wrist sheath, and cast longstrider on myself? If so, that would give:

Acrobatics check: 1d20+13 Also, possibly Tike there's a modifier on the roll for being: Slightly unsteady (boat in rough water) +2

I think with the boats movement this round, I need 10.5 feet to land safely on the ground at my new location on the roll20 map. I'm not sure if I still have the rest of my movement, or if the acrobatics check is the whole action either.

In round 1 you are before me and Round 2 I am hoping that the Mist will give us the cover to land safely and then charge or whatever we need to do. Was trying no to hurt anyone else's turn with my action


Other than the short discussion about the still-living trog priest, I don't we had any outstanding issues so we'll pick up from camp (and any continued prisoner discussions) with a few comments that Epik missed

After looting the bodies, which allowed the party to see that the lead priest was still alive, albeit hurt and unconcious, a short discussion ensued on where to bed down for the evening. Nemoris found the lean-to shelters the trogs had been using and it looks as if they've been holed up here a few days. It also looks like they took this beachhed from a group of gnolls who are now strung up and skinned from the trees nearby the lean-tos. They discussed crossing the river and there were concerns about piranha, alligators, and swarms when Nowzai snapped his fingers recollecting his secure shelter. Within an instant, a stout stone cottage was sitting on the beach, alarmed and locked with simple furnishing for 8 people to rest and study. After some quick healing from Jenya, the party hit the sack.

In the morning, the sound of the jungle insects and the cacophony of the monkeys all awaking near simultaneously startles you awake. Packing up camp, Nemoris assesses the area and determines that a boat was docked here recently and he finds the same armored human tracks that he found at previous incursions, with one notable difference. The individual went in and out along the jungle trail about a week ago and then went in again about 2 to 3 days ago with no departure. He also finds the remnants of 2 campsites in the nearby jungle, matching the 2 sets of tracks.


Since you're all super quiet, I'll add a second element to discuss as well

On Wings of Justice

The party heads out in the morning along the well trodden trail, the foliage continually thinning out as the trail climbs, only to thicken as it drops in elevation once again. Various signs indicate that this is a hunting trail, used both by human-sized biped hunters ... and larger carnivores.

The sounds of wildlife are rich and plentiful. Small insects maintain a constant chorus, while toads croak intermittently, presumably between snacks. Various chirpings, and twittering can be heard from the tree tops, while the distance carries barks, and cries, and sounds of much larger things. Yet above it all is the constant screeching of monkeys, both far off and nearby. They are visible in the trees watching. There is a disturbing sense of intelligent communication in them, almost as if your passage is being watched and passed on ahead.

Instantly, the entire cacophony drops silent. There is a sudden flapping of large, powerful wings; Moments later, a beautiful woman emerges from the dense foliage. She has perfectly white skin and stern, sparkling eyes of silver. A pair of feathered wings spread out behind the woman's back and she raises a flaming sword, which emits a myriad of flickering beams of light.

Though immensely foreign, something about her is somehow familiar; It takes a moment, and then the pictures from the Redhead Miner's Inn, the frescoes depicting Surabar Spellmason standing next to a movanic deva so many centuries ago.

"I am Nidrama, and your actions do not go unnoticed!"

Image added to your Roll20 journals


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik removes his helm and bends to his knee.

"My lady, I am Epik, humble servant of Iomedae and these are my friends. We seek to deliver the city of Cauldron from the grip of tyranny. We are tracking the paladin Alek Tercival in order to return him to Cauldron to take over the position of lord mayor of Cauldron. We believe we are currently following his tracks into the jungle. How may we be of assistance to you?"

Diplomacy: 1d20 + 16 ⇒ (3) + 16 = 19


Female Human Priestess of Iomedae 10

The Dilemma

This is the evening prior to rest still ... we'll flex time this with the other 2 events above

Jenya spends the better part of the evening watching the troglodyte, lying in it's own blood in the boat. Twice she's asked to heal the creature, yet the party is conflicted on what to do.

"So what are we doing with this man ... or thing ... or whatever it is. Binding it up and taking it with us? Shipping it down the river with a stern word? We can't exactly turn it over to the authorities, but I can't condone murder in cold blood."

She turns to look at the party, "You all must have encountered this sort of thing before in your adventures. Surely you didn't kill everything you ran across? You have a plan to deal with these sort of situations, right? "


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sam looks at the troglodyte and then at the party, "I say we kill it, it would not hesitate to kill any or all of us and it attacked us without any provocation on our part, when it attacked we were not even heading towards their beach, so I am not willing to say they were just defending their home. If we turn it loose, anyone else it murders for the rest of it's life is on our heads, I am not willing to allow it to continue to attack and kill any one it pleases."

Sam looks at Epik, "Sense evil on it my friend, if it is not evil, then I am all for letting it go, but if it is truly evil, then I say will humanly put it down so it will kill no more innocents."

"I am curious how Alek made it past these without also dying though, very curious indeed..."

Anyone know more about troglodytes? I mean I know OOC that they are evil as hell and will raid and kill anyone really that isn't a trog, but I don't know how much of that Sam would know


Male Human Wizard (Conjuror) 10 / Loremaster 4

On Wings of Justice

Nowzai nods his head respectfully to the deva, but remains wary and cautious for trickery.

***

The Dilemma

"We have never slain a prisoner in cold blood, and will will not start now. But this is different... we did not take this thing prisoner and made no effort to save its life. We are not dealing with a ruthless mercenary or treacherous rogue, but a unholy servant of a murderous god. It will thank us for saving its life with a blade in the back."

"I will make no effort to help it, and I will trust in Epik's sense of justice should he decide to arbitrate."


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik nods at Sam and Nowzai and then focuses on the troglodyte in an attempt to discern if it is evil.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

The Dilemma

lady jenya if we let this creature live he will bring back his friends to avenge the ones that fell in battle not to mention their gear that we took from there dead.

On Wings of Justice

In Celestial

My Lady how may we serve the light.


Male Fetchling Slayer 7/ Red Mantis 5

The Dilema

"Let me have some time with this beast this evening. I may be able to get some information from him, and if he does something unruly I will deal with it accordingly. We have never just killed, in fact we have even saved evil creatures, against my better judgement."

On Wings of Justice

Dalamus will follow Epiks lead, and take a knee before the beautiful and majestic Nidrama


On Wings of Justice

Jenya also kneels in awe before the divine creature, who smiles benevolently at you all, turning her piercing gaze on each of you in turn. Nidrama frowns for a moment when she looks at Dalamus but then proceeds on with nary an interruption.

"Good, I am glad I've found you. I have followed your exploits rescuing the orphans, stopping the floods, fighting the rampaging Darklands beast and helping to put out the fires in the city. You are truly heroes of the region, and I believe that I can aid you ... although it may anger my superiors."


Female Human Priestess of Iomedae 10

The Dilemma

"So we are to assume that all evil is irredeemalble? That it is a hopeless cause to turn back to the light? We won't even give it a chance if fails Epik's test? We will mince words over whether or not it's a prisoner by a semantic definition of the word?" Jenya looks aghast at each of you.

"And Magma, you are making assumptions of what a creature will do and then using it to justify killing it. Both your god and mine would not find that to be due justice."

Epik:
It is of moderate evil


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

On Wings of Justice

Sam will stand quietly and will only chime in if he feels like he has to


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Sama'el Val'varen wrote:

On Wings of Justice

Sam will stand quietly and will only chime in if he feels like he has to

Same, I'll stay quiet and wouldn't be rude by not answering a question, but I'm not going to gush!

The Dilemma
At some point Jenya, we have to determine if bringing a captive with us will cause us to fail, and what the results will be if we do. If this was a peaceful race, had surrendered, spoke with us before we fought, or anything that showed the possibility for remorse, then I would hesitate. Our goals however with this quest are too important. If we fail, how many more innocents will die? If we release this horror on the world, how many more beings will die?? Point to the gnolls, or remind her of the gnolls if we are not close enough.

You can also see that these creatures carried the holy symbol of an Evil god and this specific Trog appeared to be a cleric. An evil cleric certainly is not something you can want roaming free on this world?

I don't think we can afford to bring it with us, and we can't leave it here, as it could easily take or destroy our boats, and limit our ability to return. I suppose I could fashion something that will float and send it down the river on that, but I can think of no other way that would not certainly delay us.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

The Dilemma

"Yes, the Troglodyte is evil. But, we cannot execute it in cold blood and we cannot afford to take it prisoner. The only choice we have is to release it. We defeated it once and we can do so again if necessary if it is foolish enough to attack us again."


Male Fetchling Slayer 7/ Red Mantis 5

The Dilemma

"Wait a sec Epik...We can not just let it go, at least not tonight! If we release him tonight he could cause us all kinds of issues...Destroy the boats, steal supplies, cause someone harm or even just alert others to our presence. We will keep him prisoner, then deal with him in the morning. Whether that be releasing him, keeping him prisoner or any other ideas that may crop up."

Did I recognize the language that they were speaking? Dalamus speaks the following: Celestial, Common, Draconic, Elven and Gnome


Male Human Wizard (Conjuror) 10 / Loremaster 4

It's already the next morning...

"It is not even conscious, and I would not waste healing magic to wake it. Leave it by the river and let us be on our way."

EDIT: Re-read Jenya's post and its contradictory. Whatever, lets move on.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Lady Nidrama could you help us with this evil creature? We are on a quest to find Alek Tercival. We do not have the time to return this evil creature to redgorge for trial. do you have the means to remove him from the area so he can not pray on the innocent?


Female Human Priestess of Iomedae 10

Nowzai, not sure what is contradictory?

Magma, these are separate events, one in the evening, one the next morning.

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Sorry, I was referring to the time of day.

According to the previous post, we camped and hit the sack pretty quickly after the encounter. On Jenya's post, your first sentence says this thread is before resting, then says Jenya is up the "better part of the evening"... which would have been all of about ten minutes. I read it as if she was agonizing for hours, and we were talking the next morning.


Female Human Priestess of Iomedae 10

I consider evening to 've all that time between dusk and when you hit the sack

-Posted with Wayfinder


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Hey Tike,

How long to slap 3 logs together and make a bit of a raft?

Would survival work to take down a few trees and secure something we can toss the Trog on and send down the river?

Survival checks:

1d20 + 14 ⇒ (10) + 14 = 24
1d20 + 14 ⇒ (14) + 14 = 28
1d20 + 14 ⇒ (9) + 14 = 23


Male Fetchling Slayer 7/ Red Mantis 5

Oh help us god! If we need to this raft, we are in deep shiot!! :)


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I just don't think we can afford to simply leave an evil cleric behind at a place that we know we will come back to, and were we are leaving gear. We may very well need these boats if someone isn't fit to cross overland on our return.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

"We can tie it up for the night. But we will need to release it tomorrow. There really is no other choice."

Epik settles in for the evening.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Epik wrote:

"We can tie it up for the night. But we will need to release it tomorrow. There really is no other choice."

Epik settles in for the evening.

with no armor and no weapons let his evil protect him


The Dillema

Nemoris builds a raft while Epik ties up the trog and leaves him in the boat. The party beds down for the night setting watches as normal.

Perception DC35:
You hear something deep in your sleep that sounds out of the ordinary. You awaken.

On Wings of Justice

Stunned into silence by the presence of the awe-inspiring angel, the party simply listens and waits for her. She obliges,

"Powerful forces of chaos and evil are afoot. I dare not remain here long lest my presence attract the attention of those forces. Yet I could not sit by and watch you march into danger without warning you. The Lord of the Demonskar knows of your approach, and even now his minions prepare for your arrival. They shall use deceit and treachery against you, just as they have done with Alex Tercival before you. You must remain absolute; Alek Tercival must be saved."

"I have no aid to offer you but knowledge. In ages past, I provided to Surabar Spellmason a powerful weapon to assist him in his conflict with the Lord of the Demonskar. This was Alakast, a quarterstaff infused with an undying hatred of the fiends of the outer rifts. Unfortunately, Alakast was stolen centuries ago, ripped from Spellmason's tomb by a grave robber. Yet do not despair, for it is fated that Alakast should be wielded again against the Lord of the Demonskar. It has found its way to you, and all that needs be done is for you to claim it. SeekAlakast in the lair of my false sisters, beyond the watchful eyes of the north."

"That is all I can offer my friends.....I wish you well in your travails, heroes, and never lose sight of your goals."

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