GM alientude's Shackled City

Game Master Kyle Smith 700

The frontier city of Cauldron has a dark future rapidly approaching. Will a disparate band of adventurers be able to save it?


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retired

Valamont laughs Adolphus' susperstitious question, "Summon it back? Don't be silly. It's no different than calling you a human or Darthal over here a dwarf. I'm sure that particular beholder has a name, though it wasn't polite enough to share it." He turns to Darthal then, "More to your question, beholder's are terrible creatures. If I remember my lore from Starforest rightly, they're sometimes called Eye Tyrants. They've powerful magic at their disposal if I recall. They're widely feared - of that I'm certain. If it'd wanted to take Terrem over our corpses it certainly could have with ease."

not really sure how much knowledge of beholders my knowledge check grants me here, so trying to keep it vague and nebulous


Male Human Gunslinger (Pistolero) 1/Rogue 1

"Glad it's gone. Now, let's go back to the surface and get paid. Bullets are expensive!"


retired

"No, mother, I will not tell him to 'stop missing then'. That's rude!"
...
"And I'm certainly not going to say *that* either!"
...
Valamont gasps, then blushes, then slams his sword back into its scabbard.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

The party makes it back to the surface with no problems.

Plan?


retired

First - check at the orphanage to see if Terrem is there and safe. Second - sell the stuff we found, rest for the night, and back down into the Malachite Fortress to save the other captives?


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

I'd like to see if I can find a Masterwork Greatsword before we head back down. And if I can afford it.


Male Dwarf Cave Druid 2

After the above...

Have some coffee.

Report to my clan house and see if they have any further information on these eye tyrant things. Also talk with some people and see if they know anything of these two elves who showed up so opportunely.

Do some shopping. How much do we get for the sale of loot? What do we have that we might want to keep? Anyone have a list?


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

I have a list of what we found in our treasure tracker, finally updated. I think some of the stuff was taken by characters as upgrades.


Male Dwarf Cave Druid 2

Nothing there Darthal wants, except possibly the dwarven urgrosh as a trophy, but he'd essentially sell it back to his clan as a trophy since he can't use it himself. Sell and split the loot.


Male Human Gunslinger (Pistolero) 1/Rogue 1

Luc also just wants his share of gold, no treasure.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn planned to pick heavy armor feat at level 3 and wear the full plate if it was not claimed.


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Adolphus will take the full plate if thats agreeable to everyone. Its masterwork which makes the armor check penalty one less than his banded mail, and the AC 2 higher.


retired

As the group returns to the surface, Valamont knocks eagerly on the door to the orphanage as they bring the children back to their home. "See, kids? Here we are, safe and sound. Now let's get you back to where you belong, shall we?" Then, as the door opens, Valamont inquires about Terrem's return, "And has Terrem made it back yet? Is he well?"


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Fario and Fellian, after conferring with each other, thank you for the cooperative assistance and say they're going to talk to Maple again, to ensure she hadn't seen any sign of their friend, Elethor Ashstaff. They leave before you return to the orphanage.

The children are overjoyed to be returned to the orphanage, and Gretchyn Tashyyk, the halfling headmistress, cracks a smile that shines brighter than the sun as she plants grandmotherly kisses on your cheeks. To your great relief (and possible shock), Terrem has indeed been returned to the orphanage safe and whole.

Darthal:
You find little information of use about eye tyrants, except that they are exceptionally dangerous foes. You do find out there are two types of these hideous creatures, however: gauths and beholders. Gauths are considerably less powerful than beholders. From what you can tell, the creature you saw was no gauth.

None of the members of your clan seem to have any information about Fario and Fellian, though you do recall Gretchen Tashyyk mentioning two half-elves claiming to be working for the Lord Mayor asking her about the missing children after the town guard investigated.


retired

Valamont sighs audibly in relief at the sight of Terrem. He nods respectfully to headmistress Tashyyk before excusing himself and any others who came along. "Though your charges have been returned to your care, we suspect there are other unfortunate victims still down there. If you'll excuse us, our jobs not finished yet."

After enjoying a cup of coffee (perhaps with Darthal, with frequent asides whispered to his sword) and seeing to the liquification of the goods they'd recovered from below, Valamont returns to his simple tenement loft for a night of solid rest. He arrises early the next morning in order to meet the rest of the group at Ghelve's by dawn.


Male Dwarf Cave Druid 2

The coffee bar (a new one, Darthal is still making the rounds) is a small corner with a few tables outside. Sitting there in the bright afternoon sunlight, idly toying with his scarf, Darthal says to Valamont: "I'm still not sure where those half-elves came from. I think we should maybe keep an eye on them, and try to find out more. Gretchen says they claimed to be working for the Lord Mayor, but maybe we should check that out."

Darthal stops by the Lord Mayor's to see if anyone knows anything about Fario and Fellian. "I'd like to thank whomever hired them for sending them at just the right time to rescue us all. Dwarves honor and respect those who do such things." Hinting that there's a reward, without actually using the phrase 'life debt', which has a very specific meaning (or four) in dwarven culture.

Diplomacy roll to gather information, perhaps with a circumstance bonus for the hint of a reward: 1d20 - 1 ⇒ (6) - 1 = 5
Not that Darthal is very good at this...

After that, he returns to his clan embassy for a solid night's sleep, broken only by nightmares of giant floating multi-eyed orbs slurping coffee grounds laced with rutabagas and turning into little pink flying mimmoths. Then the dream gets weird.


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Adolphus aids Darthal in his search for information about the noble half-elves who arrived unexpectedly but were very welcome, in some places, taking over the search himself.

Diplomacy
1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16


Male Dwarf Cave Druid 2

"My profuse thanks," Darthal says after Adolphus straightens things out. "I do not know what I was thinking."

I'm thinking that, for a race of merchants and traders and manufacturers, why Dwarves have a charisma penalty is a bit inexplicable.


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HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

((Ye're a rough and uncouth people, all speaking in scottish brogues.)) :P


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn looks for information.

Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

With little effort, Adolphus and Diurn quickly find out that no half-elves work for the Lord Mayor.


Male Dwarf Cave Druid 2

On the street afterward, Darthal looks at his companions and says , "I think we should be ready to ask those half-elves some pointed questions the next time we see them, don't you? Perhaps we can put them in the midst of our party and then duck into a small room before asking?"


Male Dwarf Cave Druid 2

Darthal wakes up the next morning and takes his usual pre-dawn walk, past the bakeries smelling of fresh cinnamon-dusted bread, up the hill toward the stone building that houses his favorite coffee shop. He and Mite are ready for another day of glorious adventuring in the depths of a legendary forgotten city.

No doubt hordes of slavers will be waiting for us. It passes belief that they have not yet fortified the stairway and set guards against intrusion. Have they no sentries, no caution, no doctrine of defense?

"Perhaps not," he muses aloud to Mite, sipping his coffee. "After all, they are not dwarves." He adjusts his purple scarf slightly, and makes sure his spell component pouch is secure.

The yawning barista looks at him, and wonders again why dwarves talk to themselves. No one else is even up yet -- except the bakers!


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

"Are you sure we'll see them again. The half-elves, I mean? Now that we know they weren't exactly who they said they were, perhaps their reasons for being down there were different too." Adolphus muses aloud.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"Curiouser and Curiouser. Well, shall be get back to the caves?"


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

We still haven't divided up the loot yet (or sold it, unless I'm missing something). Diurn, we are still squabbling over the masterwork plate, and I offered my banded mail in exchange.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

You know of two places to sell the mundane adventuring gear you've collected - Maavu Imports (#13 on the Cauldron map), run by Maavu Arlintal, and Zanathor's Provisions (#38 on the map), run by Bjellkir Zanathor.

Zanathor's Provisions is a general store, while Maavu Imports tends to have more exotic items. Maavu Imports is generally the more well-to-do and successful store.


Male Dwarf Cave Druid 2

If you can't agree on who gets the plate, dice off and the winner gets it. Then the other one gets the next good suit of armor.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn acknowledges the front-liner should have the plate. He will be fine for now.

Diurn leads the group to Maavu Imports to sell the loot. He decides to tell the proprietor about the rescue of the orphans.

"We are reequipping to try to rescue more of the poor children left behind. Maybe you can help us exchange our equipment."

diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

You head over to Maavu Imports on NW Lava Avenue. The day is overcast, and occasional sprinkles of light rain fall for a few minutes before letting up.

Perception DC 15:
As you're walking through the streets, you can't help but overhear a conversation between two priests of Pharasma. They seem to be discussing a theory some adventurers in years past have proposed - that Cauldron is actually built upon the ruins of a city deep in the caverns below, a city built by strange monsters not seen in centuries.

You arrive at Maavu's Imports, a modest two-story building. It looks to have a small apartment in the upper floor, with the bottom being a small shop. Heading in, you are greeted by a handsome human with greying hair and a large smile (Picture).

"Welcome, welcome friends! I am Maavu, owner of this fine establishment. What can I do for you on this fine day?"

Diurn's story about kidnapped orphans rescued by the brave adventurers seems to greatly impress Maavu, as he hangs on Diurn's every word. Upon hearing the cleric's request, he replies, "Of course I shall help you! I am ever eager to help out the citizens of Cauldron, especially heroic people such as yourselves. Take a look around, and if you're looking for something specific that isn't here, I'm sure I can find it in my warehouses."

Moments later, a tall young man wearing gleaming fullplate walks into the store.

DC 12 Knowledge: Local:
You recognize him as Alek Tercival, a fairly influential and powerful paladin of Iomedae.

Maavu rushes forward and clasps hands with the young man. "Alek! Good to see you again."

"And you, old friend," Alek responds. "I have considered the matter you spoke of-"

Maavu cuts him off abruptly. "Olan! I have some customers for you to help." A teenage boy comes down the stairs, and Maavu points to your group. "These are new adventurers, already with a heroic deed under their belts. Give them the appropriate discount."

Olan looks to your group as Maavu leads Alek up the stairs. "What can I do for you?

You can sell any of the loot you found here as normal (50% of full price). Anything you buy from Maavu's Imports has a 5% discount. Any mundane adventuring gear is available, including masterwork armor, simple and martial weapons. Exotic weapons have a 75% chance of being available (26-100 on a d100 is a success) and masterwork exotic weapons have a 40% chance (41-100).


retired

Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Valamont is too caught up in a whispered argument with his sword to note much of anything as he and the group travel the streets to Maavu's.

"Hello, Olan. We've come across some supplies in our efforts recently and were hoping to sell what we've found. Care to take a look?"


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"Thank you. I would like to trade up my scale to a breastplate."


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

What's the plan after shopping? Back to Jzadirune, the Malachite Fortress, or something else?


retired

Back to Malachite Fortress, there are more prisoners to free!


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Not having the money yet to resize the armor he found, he has it stored at his home, and thoroughly cleaned by his squire.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

After selling and purchasing whatever gear they desire, the group heads back underground. Traveling through Jzadirune is uneventful, and the group uses the elevator down to Malachite Fortress. The moment they head out from the elevator, however, a force of hobgoblins rushes into the next room, holding out javelins. One of them (#1) barks out, "Halt, invaders! Zarkad demands we bring you to him with no blood shed. Sheathe your weapons and come peacefully and no harm will come to you unless you bring it on yourselves."

Map


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Adolphus raises an eyebrow, even as he raises his greatsword to defend himself and his companions behind him.
"Why does he demand our presence? Does he mean to parley?"

Intimidate (10)
10 + 8 = 18


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn steps forward sheathing his weapon.

"Friends! We are chasing our lost young. We cannot afford to spend much time in delay as they are lost and hungry. Would Zarkad be able to help?"

diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23


Male Dwarf Cave Druid 2

Darthl (and Mite) watch and wait, letting the speakers speak.


retired

Valamont whispers just loud enough for Adolphus to hear from up at the front, "That's quite a few hobgoblins, but do we parlay with slavers?"


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

The hobgoblin's eyes dart to Adolphus's greatsword and beads of sweat appear on his brow. "Zarkad is our leader now that Kazmojen is dead. Why he wants to talk to you, I don't know." The goblinoid sneers at you, though a tremor in his voice belies the brave front. "By all means, resist if you wish."


Male Dwarf Cave Druid 2

Darthal goes through his memory to see if hobgoblins can be trusted to abide by a call for parley.

Knowledge (history) 1d20 + 4 ⇒ (11) + 4 = 15
Should be a fairly easy DC.

Also, he peers carefully at the hobgoblin, trying to determine if the creature is telling the truth or if he's just spinning a tale to lead us in a giant rockfall trap or something like that.

Sense Motive 1d20 + 4 ⇒ (2) + 4 = 6


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn smiles.

"He wants to talk because those that displease us die." Lead on!!!

sense motive: 1d20 + 6 ⇒ (7) + 6 = 13


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Darthal:
You know that hobgoblins, while a brutal and vicious race, typically hold to their word once given.

You can't seem to get a read on this specific hobgoblin's motivations, however.

Diurn:
You believe the hobgoblin is being truthful.


Male Dwarf Cave Druid 2

"These creatures hold to their word," Darthal opines aloud. "Be wary, but we may gain if they wish to speak rather than fight."


retired

"If you say so, Darthal. We're not leaving any more of Cauldron's citizens in their custody, though. This slave ring ends, today, either by word or by blood."


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"We want the kids first. Maybe we can save hobgoblin and our own lives to do it. They know we eliminated the best they had. Hopefully we can make an arrangement. As a servant of a deity dedicated to freedom and wearing the holy symbol of the broken shackles, there will be no slavery continuing Valamont. I just want to try to reason with their leader first."

Diurn motions for the hobgoblins to lead them and follows.


retired

Not kids, Diurn - we saved the kids. I think these are folk like the halflings we saved: grown ups! But a slave's a slave and we won't have any of that! =)


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn has a 8 intelligence. He probably thinks there are still kids out there :-)


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

"Fine, we'll come along, but I'll keep my sword out if you don't mind. I don't intend to use it unless I have to to defend myself."

Diplomacy
1d20 + 8 ⇒ (7) + 8 = 15

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