[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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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

Marigold is at first nearly overwhelmed with the sheer number of slaves that they find, both from Cauldron above and the remaining Malachite dwarves, but as they continue to explore the stone halls she begins to feel something else - a sense of victory and accomplishment. There might still be stray hobgoblin lurking about but they'd faced down Kazmojen and the worst of his lackeys and lived to tell the tale.

Is this what Maxim was talking about? I...I think maybe I understand him and Kikinnin and the others a little better now...

As the others ask questions, Marigold attempts to assess the health of the freed slaves - first the dwarven children and then Jasper Drundlesput.

"Is anyone h-hurt or ill? S-sir? P-Professor Drundlesput?"


Iron Gods: Iron maps;

"Most of us just need some good food, a bath and a cup of ale" thanks Davked Splintershield to Marigold "Thanks a lot for your efforts on liberating the Malachite Fortress!" the dwarves explode again into cheering shouts and percussions against the doors.

"There is little left that we can offer, but you can keep any weapon or armor you find of use. And of course feel free to pick up with you any treasure Kazmojen has amassed in the Fortress. It is all of yours, saviors of the Malachite!" as Davked finishes talking another roar form the dwarves catch up, they trying to bring Kikinnin and Maxim over their shoulders "It is little payment for the deed you accomplished today. Please, feel this your second home from now on. We will ever be in debt with you"

Professor Drundlesput grins at Marigold "Oh my sweet halfling, is it you? I just need some ink and paper, you cannot imagine how the lack of food and freedom can bolden a gnome's brain"


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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

Kikinnin doesn't stop moving until he's laid eyes on every part of Malachite. Every secret door, every walkway, every place a damnable hob or gob could be hiding with a dagger. When he's good and sure there are none to be found and downed, he brings up the Urgrosh, and marches directly at Spike. When he finds him, he looks him over, for signs of impatient slave blood.

"Alright then, Spike. Do you recognize my orders, if I'm holding this in my hand? If so, I respectfully request that you relocate. I'd like you to stand watch over the entry from the Darklands for now. I can't see any other way for new attackers to gain access here, and I don't want a single hob or gob to pass you by, do you understand? As for everyone currently walking these halls, they are considered 'friend', alright? Don't harm a single hair on their heads."

If the elemental agrees, he and Spike march themselves back to the large entryhall, where Spike is relocated.

Once secured, Kikinnin looks for Kazmojen's treasure, and invites all to inspect it for their personal possessions. Once they have a reasonable understanding of the wealth amassed, Kikinnin turns to his fellow rescuers.

"Malachite has been almost mortally-wounded, so I ask you to consider that when you decide what reward you'd take from these halls. You are all welcome, as Davked says, but allow them their dignity, and leave some wealth to them to begin building back their strength." Turning to Davked, Kikinnin asks for help.

"I need this, my, armor to be altered to dwarven standards once more. I intend on remaining here until that is done. No finer smiths than dwarves, but I'm hoping someone can help me with this. I understand if it can't be done, so we'll have to head to Cauldron soon enough to see those safely back." He hands Davked the Urgrosh.

"Can you keep this safe, Davked? You'll need to find the right hand to place this in. It can't be mine, because we have more to investigate with this Kazmojen slave trade."


Iron Gods: Iron maps;

With their leaders dead -Kazmojen, Kazhun and Zarkad- it is easy for the group to scare and throw out the few scattered hobgoblins remaining in the the fortress. Most of them fly at the first sight of the urgrosh and their leaders head. Just a couple of them require a more straight measure.

Be it as it is, you have time to explore the rest of the Malachite Fortress and free the few remaining prisoners.

M9
A hellish glow fills this room, emanating from a two-foot-long beetle imprisoned in an iron-wrought cage suspended from the ceiling. Glands above the beetle's eyes shed the light, illuminating the sparse furnishings ofthis rectangular chamber. Four malachite slabs, each one covered with a pallet of greenish-black moss, jut from the walls. A wooden table stands in the middle of the room, surrounded by four chairs. The table bears four empty clay flagons and an iron cask.

The moss-covered slabs serve as beds for the guards stationed here that flee away at your first sight.

M10
This room is horridly appointed. The walls are carved with tall, narrow niches piled high with skulls, and the skinned hides of various monsters hang on the bare walls between them. A large chair made of monster skins stretched over a framework of bones stands in the middle of the room. A draconic skull surmounts the chair,empty eye sockets starting menacingly. Behind the chair, near the far wall, a bed of soft moss and fungi sprouts from a large heap of carrion. A few bones lie scattered around the bed with a young dwarven female shackled to the bed legs.

Gralthar Nightshield tells you with a strong voice "Tell me that bastard is still alive for me to crush his skull with Torag's hammer"

Appraise or K. dugeoning DC 15:

The walls are adorned with the skinned hides of a basilisk, digester, displacer beast, ettercap, medusa, and salamander. The skulls are mostly goblinoid but also include a few gnome, dwarf, duergar, dark elf grimlock, and troglodyte skulls. A hydra skull rests atop the "throne of skins and bones."

The decoration clearly does not correspond to that one Zenith Splintershield left in what was before his personal chambers.

Behind the wall covered by skins you find a secret door to the treasury.

M11
This thirty-foot-square room has no other visible exits. In the middle of the chamber rest three pad locked chests, three casks brimming with coins, a small stone bowl filled with gems, a heap of armor, and two large shields used as trays to hold more coins. Various other trinkets and trophies add to the trove, including a gem-encrusted horn, an ornate walking cane, and an engraved golden gong hanging from an intricately sculpted wooden frame.

The three chests are easily opened by Kazmojen keys. Closer inspection of the chests reveals that one is iron-bound and has handles on its sides for easy transport so you can use it to take things to Cauldron. Another is blackened by fire and has a toothy, crescent-shaped grin painted on its front in dried blood. The third has copper fittings, a dagger-shaped symbol carved into its lid. You find out this third chest is trapped.
Disable device: 1d20 + 7 ⇒ (15) + 7 = 22
But results easily disabled by JJ.

Treasure:

The iron-bound chest contains four large iron keys shaped like black demons resting on a bed of 4,225 sp. The keys do not open any doors in the Malachite Fortress and were taken from somewhere else in the Darklands.

The scorched chest with the bloody smile contains:

  • 450 gp
  • a silver crescent moon pendant on a silver chain (worth 30 gp)
  • two potions of darkvision

The trapped chest contains hundreds of worthless glass beads. However, the beads can be poured over a 20-foot-square area, requiring any creature that moves across them at normal speed or faster to succeed at a Reflex save (DC 12) or fall prone.

Other treasures found here include the following:

  • an oak cask containing 221 sp
  • a fungal cask containing 841 sp
  • an iron cask containing 612 gp
  • a mithral chain shirt
  • a suit of masterwork studded leather armor
  • a masterwork composite shortbow (+2 Strength)
  • a silvered two-bladed sword
  • a darkwood shield holding 18 gp
  • a large steel shield holding 36 sp
  • an engraved stone bowl containing 19 gems (six chunks of blue quartz worth 10 gp each, four carnelians worth 50 gp each, four peridots worth 75 gp each, two white pearls worth 100 gp each, a pink pearl worth 250 gp, and two aquamarines worth 500 gp each)
  • an ivory horn set with bloodstones worth 450 gp
  • and an ash walking cane with a silver, angel-shaped handle worth 55 gp which unscrews to reveal a tiny compartment containing a potion of cure moderate wounds in a vial (Coryston Pike claims this to be her cane)

Perception DC 22:
You find in this room a crumpled piece of paper behind the scorched chest.

This is a recent letter (no more than a week old) to Kazmojen asking him in not so gentle words to ease off on the snatching of slaves-tobe from Cauldron. It warns Kazmojen that it's easy to become "too successful" at this job, which usually results in the unpleasant involvement of jealous competitors or offended do-gooders.

The letter closes by stating bluntly that if Kazmojen doesn't slow down on the abductions, he'll attract the wrong sort of attention.

Kazmojen is mentioned by name many times, but the writer of the letter does not mention his own and the letter is just signed with nothing more than a stamp of a flying kingfisher clutching a scroll in its beak.
Roll K. local, K. nobility or Lore Cauldron or Heraldics

More coming about the central rooms and response to Kikinnin actions but feel free to react to this one


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)

Maxim takes the congratulations with a hard smile; its still clear the gun-mage and former son of the Malachite is uncomfortable amongst these halls still.

As the companions allow the prisoners to collect belongings, he seeks out Sondar, the female dwarf rescued from The Forge;

"Sister. We recovered a platinum locket in our investigations... Reckon it was a keepsake to you from Lorthan - inscription said as much. Its secure in Ghelve's safe in Cauldron. I'll bring it to you at the earliest opportunity for I know it must be priceless to you..."

M10

Maxim grimaces to see his childhood friend shackled to the bed;

"Half Breed basterd is dead Gralthar. Butchered and burned..."

He looks solemn as he bids someone unlock the woman, then embraces her when freed;

"Hell's Teeth its been a long time Gral..."

He looks around the room with a look of disdain;

Appraise DC15: 1d20 + 2 ⇒ (20) + 2 = 22

"The breed has been busy. Plenty o' denizen's o' the deep-lands claimed as trophies."

M11

As the treasure is claimed Maxim checks around the area for more;

Perception DC22: 1d20 + 2 ⇒ (18) + 2 = 20

bur discerns naught else.


Iron Gods: Iron maps;

M10
Gralthar smiles at Maxim "It is a pity you preferred the gnome's teachings than Torag's ones..." he looks at the heavy pick at Maxim's side still dripping hobgoblin blood "We are short of picks here now... one more might be of great use"

M23
An iron cage dangles from the ceiling in one corner of this room. Trapped inside the cage, a large beetle with glowing glands bathes the room in an infernal light. The room contains a pair of simple beds and a table with two chairs.

This apparent guest rooms are currently having no use.

M25
An iron cage dangles from the ceiling in one corner of this rectangular chamber. Trapped inside are two enormous beetles that shed a hellish light The room's furnishings include a large bed covered with animal hides, its corner posts shaped like dwarven sentinels.

Next to the bed sits an iron trunk with claw-shaped feet and four chains bolted to its sides.

On the desk there is a scroll with what seems a small diary signed by Pyllrak Shyraat. It is written in an unintelligible language.

Linguistics DC 15:

The language is Undercommon.

The iron chest is locked and requires JJ's all patience to force it open but it finally does. Within you find different supplies, including two potions of cure light wounds and a scroll case carved with a silver shark (50 gp).

Scroll case content (spellcraft +7 and take 10 enough to identify):


M24
When you come back to Kazhun's quarters the dwarven woman there jumps over Kikinnin "Son! You have returned!" the woman tries to recover the composure to try keep talking "So your sister Gemma succeeded to give you word of the horror here?"

M6
The ceiling in this square chamber rises to an apex thirty feet overhead. Great pairs of iron doors are set into opposite-facing walls, although only the north west doors are sealed with a heavy iron bar. Each corner of the room holds a two-foot-tall stone brazier carved in the likeness of an ovoid creature with three stubby legs, three eyes, and three spindly arms spaced equidistantly around its pebbly body. Smoke issues from a gaping mouth atop the creature's "head." A dark, pungent haze fills the room. A nine-foot-tall gray stone statue of a dwarven warrior stands before the southeast set of iron doors, facing northeast. The dwarf stares blankly forward, two glistening black gems embedded in his eyes, a spiked helmet resting atop his formidable brow. His armor bears graven glyphs, and a shield is slung over his back. His stony gauntlets rest on the handle of a stone greataxe etched with fiery patterns. The head of the weapon is planted firmly on the floor. Draped over the statue is a mass of iron chains ending in nasty barbs, spikes, hooks, and blades. Some of them are coiled around the statue's arms and legs to keep them from sliding off.

The stone braziers are carved to resemble xorns. The coals that burn in them are sprinkled with dried subterranean plants that exude a horrible stench when burned.

Maxim/Kikinnin:

The statue depicts Zenith Splintershield, the noble dwarven defender who once commanded the fortress garrison.

The large doors to the northwest open to a cavern that leaves the Fortress to the Darklands.

Here Spiked is stationed by Kikinnin. The elemental praying promise to once again protect the dwarves and leave unmolested the current occupants of the fortress.

Davked kindly accepts the urgrosh offered by Kikinnin "My hand is old and tired Kikinnin... but I will hold this for the day we find a willing leader able to expel the Darklands denizens and lead our people to bigger deeds" he looks deep at the dwarf, perhaps a bit disappointed you would tell.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ is a bit like a kid in a toyshop as he explores the old fortress. When Coryston identifies the walking stick as her own, he hands it over without a thought.

"You must have it back. How did you hurt you leg to begin with?"

I'm going to assume we search the treasuring the private rooms thoroughly now, so taking 20 will find the scroll

At the kingfisher scroll, he sits and stares for a bit.
"I'm sure I have seen this before somewhere.."

know(local): 1d20 + 5 ⇒ (17) + 5 = 22
know-nobility: 1d20 + 2 ⇒ (18) + 2 = 20
linguistics: 1d20 + 2 ⇒ (17) + 2 = 19

"This diary is from Pyllrak Shyraat. Written in Undercommon. I should probably try and learn a bit of that as I can hardly make out a word. It sounds like we might need to be asking them nicely not to take surface dwellers as slaves."


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)

Ryan follows Kikinnin through his duties clearing the fortress before returning to duty as a cleric. While his spells for the day may be spent he can still act as a healer and triage those who have spent time as prisoners and slaves within the fortress.

With clean water and strips made from torn sheeting, curtains and anything else usable. Wounds are cleaned and bandaged while broken bones are set and splints tied off to protect while the body healed normally. Those with extensive injury are made safe and comfortable with promise of the cleric's healing on the morrow.


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

"Heh! Th-there's more arms and armor d-down here than b-books or p-paper, b-but I think we c-can arrange that," Marigold smiles. It was good to see the Professor apparently unharmed and in reasonably good spirits despite his captivity. "C-come on, we're g-gathering all the freed p-prisoners in the b-big chamber. Everyone will b-be b-back home soon!"

As the group continues making their way through the remainder of the fortress, Marigold does what she can to help Ryan tend to and patch up the rescued slaves. When Kikinnin requests they be judicious in what they opt to take as their reward, she nods in understanding. "D-don't need or want m-much, j-just enough to stay c-comfortable...and m-maybe see to a b-brighter future for others," she responds with a glance at Anafa.


Iron Gods: Iron maps;

"A marauding troll it was" answers Corryston Pyke turning to a sombre expression "He turned my adventuring group to pieces and almost destroyed my leg"

The gnome smiles back to Marigold "Oh... yo-you are right. Let's go pack together so we can come back to Cauldron soon" says the mathematician following the directions of the halfling.

Ryan and Marigold try to tend for people, most problems are lack of proper nuriture. The dwarves really appreciate the help and soon enough the mood in the Malachite Fortress goes up thanks to the companions.


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 keeps a little away from the others until his disguise wears off, aware that his form is probably discomforting to many. Still, he has a hard time staying away from the glamorous Corryston.

"Wow! A Troll! You fought a troll and lived! Awsome!", he doesn't even try to keep how impressed he is from his voice.

Once the magical disguise is gone, and the majority of the loot gathered he is more that willing to help lead the freed citizens back up through the gnomish city and then the locksmiths and up into Cauldron.

"Gheld... I think you may be finding your house is a popular spot for hte next few weeks. Surely there must be another way into Jazaradine?" he asks.

"We should really finish off exploring the gnomish ruins as well, there may still be some unrecovered stuff there... or dangers that could come and hurt Cauldron..."

Once back in town he makes his way to the temple to see if uncle Alek has returned, and fill him in on the days excitement.

Hard to believe it has been only one day!


Iron Gods: Iron maps;

Does anyone else want to do anything before heading towards Cauldron?

Corryston blossoms as his story gets the interest of JJ "The magic has been always with me. My companions made the most injuries but they fall under his claws. Fortunately with my last acid flask I got that bastard on the head when he had me cornered. I could do nothing to help my friends though..." she observes JJ's bottom to top "I was also the trapfinder of the group. Perhaps I can show you a couple of tricks one day at Cauldron, if you wish..."

The half-elves close to you as you are gathering the children "We owe you an explanation. We were following you since you reached the Orpahanage. At first we did not know of your real intentions, so sorry if we have troubled you with our cautiousness. There are unwelcome ears everywhere in Cauldron and we needed to know you really wanted to help the children"


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)

Ryan spends his time helping those prepare to return to Cauldron and the remainder to restore Malachite, evicting the dregs left by it former Darkland visitors.

"Kikinnin, thanks for the offer from the treasure room however I'll leave that in yours and Maxim's capable hands to distribute. For the moment I am well, looking for perhaps a better made mace, many of the fights were one on one in my training while down here far from it. Need one with better balance for dodging the swings of my companions as well as the ones of the enemy."

Later to the elves....
"Why were you following the disappearances of the children in the first place? Note sure why a bunch of half elves would be interested in children going missing in Cauldron."


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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
Mor wrote:
"Son! You have returned! So your sister Gemma succeeded to give you word of the horror here?"

Kikinnin's eyes widen as he takes in a sight for his sore eyes. He drops his axe, and welcomes his smaller mum into his arms, unaware of usurping his father's role, in his father's armor. "Mor, I am grateful you survived where Far couldn't. So sorry I wasn't here to protect the Stone. I wouldn't have known anything from Gemma, for she fell ill and mute on the streets of Cauldron. She lives, and is cared for while she tries to swim to the surface of her deep, deep sleep." The black-beard pats his mum's hand.

"No. We encountered a rash of kidnappings, which led us down here, where that foul creature set up shop, of all places here. It does feel like we were led, and I'm starting to think Abadar's a bit to be praised for His hand in this rescue." Kikinnin nods towards Ryan, then turns back to his mum.

"You gonna be alright now? I'm going to leave Malachite for a while longer, but you can send message to Cauldron, and we'll return, if we need to. We need to make sure Kazmojen's associates know how wrong they were in choosing to enslave folk. Not sure how long that'll take, but I intend on seeing Gemma back on her feet, and Malachite restored to full strength."

Kikinnin helps organize the return party, when he hears the half-elves speak up, and Ryan inquire. "Yeah, I'd like to know how we were followed to begin with." He goes so far as to measure the half-elves, now that he has time to do so. Detect Evil

He proceeds to speak to each of his companions. "I know that our goals were common ones, but I'll remember each one of you for what you did today. No way I could have done anything to overcome the half-dwarf all by myself, let alone the horde. You're considered Blood of Malachite, as far as I'm concerned. It wouldn't exist without your noble strengths." He looks at Maxim, making sure he's not speaking too freely.

He looks over at Ruben. "If I mark correctly, you overcame fear to stay with us. I know I might have been a little reckless, and it's not the most prudent thing, to keep going. Sometimes you have to look after yourself, so you can look after others. I get that now. Seeing red doesn't help to see clearly. Glad you stayed with us, to see us through this alive. If you choose to stay on the hunt with us, I'll consider myself lucky. If you find other things more important once we get back to Cauldron, I'll not think less of you for it."


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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)

Maxim nods in agreement at Kikinnin's strong words, then adds his own;

"The Axe of the Malachite speaks true. And for my part I can offer partnership with dwarven kin on the surface. My Uncle Adrick is a successful merchant in Cauldron and I feel assured he would assist and fund any rebuilding of the Hold and its trade..."

The gun-mage strokes his beard in thought, before continuing;

"If you are willing to meet with him, then I can see a time soon when the forges of the Malachite bring its fine craft to the surface, and their treasury once again shines."

He nods toward the assembled wealth recovered and rewarded;

"I propose that the weapons and arms from the Secret Armour remain here - best used by the surviving clans folk of the Malachite. We appreciate the reward offered, but we cannot leave the Hold toothless... Of the weapons and arms recovered from the jeblin-kin and their foul ilk, these will be sold and traded... One share of these profits should also come to the Malachite, capital to negotiate with my Uncle for the stores and such..."

Maxim looks to the others for affirmation with a smile;

"... If of course this is agreeable to both the Malachite and my brave companions?"


Iron Gods: Iron maps;

Mirna holds the hug of her son Kikinnin "I truly think gods lead all of you here. I will stay, but you have to go up again and look for Gemma until she is fully recovered son. Keep the armor, your father would have been honored by you wearing it"

Fario looks serious at Ryan and answers "We are good friends of a half-elf wizard called Elethor Ashstaff. It seems he was abducted from his home more than three weeks ago now"

Fellian adds "We found the church of St. Cuthbert was investigating the recent abductions, and with the highpriest out of town we guessed they will contract an external group. Thus, we were looking at the temple and the orphanage to see what kind of group and find out what they lead too"

Kikinnin does not feel any evil aura on Fario or Fellian. They look each other and smile at the dwarf's question "Well we have our methods for when we do not want to be seen" the touch a spyglass hanging from their belt each, and you also observe they multiple potions in their chest leather bandoliers, some of them used.


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

"A-all I c-can say is that I'm g-glad you did follow us," Marigold chimes in. "We m-might've all b-been goners without your h-help."

As she looks around at the assembled peoples, she frowns as something occurs to her. "I d-don't see any gnomes b-besides Professor Drundlesput and Mr. Ghelve said they took his wife. A-and there's still n-no sign of Lyssa..." She turns imploringly to all of the rescued slaves and prisoners. "P-please, d-do any of you know if Kazmojen m-managed to sell anyone recently b-before we showed up? There's still m-missing p-people not accounted for!"


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 nods to Maxim's suggestion.

"We're here to free folk and return to them what is their own, not loot a dwarf hold. Each to their own. I think the goblins have enough other goods that we could even give each of the people here a little coin to see them through getting back on their feet..."

He nods to Marigolds words.

"I thought that trollblooded thing had us there. I too am very gateful for your intervention."

He looks around the pile of accumulated loot and goods. "It'll take a bit of work to carry this top side anyway. We should also finish checking out the last of the gnomish ruins of Jazradine. Maybe the missing gnomes escaped and are hiding there?"


Iron Gods: Iron maps;

Dwarves nod to Marigold "Regretfully there have been prisoners disappearing since weeks ago... From time to time Darklands denizens will come here and check us. Some hours later a hobgoblin squat will come and take some of them"

"We will probably stay here a bit more helping the dwarves filling the emptiness left" says Fario and Fellian adds "It should not take us more than a few days. If you ever need need our help, leave a note at the Drowning Morkoth Inn and we will contact you soon enough"

Corryston Pike, Maple and other cauldronites start to become impatient to go back home "Please, help us return, we do not even know where we are currently" The children are entertained discovering the new playing ground and the weird dwarven habits, but Deakon is the first one to offer his help "I can help you carry all that stuff uncle JJ!"

Anafa will also be soon following Marigold, and taking her hand silently, while Terrem insists to play hide-and-seek at the dwarven forge.


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 gives Terem a stern look.

"Hide and seek is well up in Cauldron, but down here there may still be goblins hiding...I'm not sure you want to meet one of them again just yet do you?"

He gratefully accepts the help of Deakon. "Right everyone, up we go. There is a really awsome moving platform... I'll go with the first group and we will all wait at the top until everyone is there..."

On the way he'll point out the various sites and warn everyone - especially Terrem, not to stray.


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)

As the group trudge back to the surface, Maxim adds his own wry wisdom;

"Kid's in good company Surabar... Most of the young 'uns in the Malachite played hide and seek in them forges too... Know I did. Rouradont most likely too..."

The mage flashes a hard smile as he claps JJ on the shoulder;

"Let em be kids... Be free again... Ain't like we're letting em play with anything dangerous!"

He winks at Terrem, then whispers to the wayward child;

"Hey kid. Probably best ye give me back that smokestick..."


Iron Gods: Iron maps;

You can feel the hope raising strong on everybody's soul as you walk up through Jzadirune’s now empty chambers. Once at the main entrance room, just in front of the stairs a pop is heard, all of a sudden a large creature materializes in between the group!

A large bulbous body, with an enormous central eye closed and a large mouth full of long teeth sharpened like daggers float just in front of you. Smaller eyes, linked to ten twisting appendixes spring from the top part of the orb body.

Before you can even react the creature starts to speak in perfect common “I have come for Terrem Kharatys. That boy should not have been taken from Cauldron. I intend to see that he is safely returned to his orphanage. You can keep the others. They are of no consequence. Come, Terrem—you will be safe with me.” the appendixes point toward the little boy.

The child looks at the eyes stunned by the terrible presence.

K. dungeoning DC 24:

This creature is a beholder. An evil creature rarely spoken off in Golarion. His eyes have all terrible and mortal powers, and his central eye is able to create a powerful cone of antimagic field.

Map updated


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

Kikinnin jumps when the orb suddenly appears, then starts talking. "We came for Terrem as well, you ugly-looking thing. We got him, too. He's standing right there. And you know what? We're bringing them all back to the orphanage, so you just blink yourself back to whatever hell you came from, and we'll just keep marching towards our initial destination." The black-beard looks at Terrem, then back at the orb.

"Terrem. You know this thing? Cause it knows you."


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))

"That is convenient..." says JJ, more than happy to draw his blades.

"Because that is where we are taking him."

know(dungeoneering): 1d20 + 4 ⇒ (18) + 4 = 22

JJ looks around, hoping there is a gnome playing a prank.

"You must obviously have been watching us to find us here, so you must know that is where we are heading. Which makes me more than a little suspicious about why you want to take Terrem now.."


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)

earlier(half-elves):

Quote:

Fario looks serious at Ryan and answers "We are good friends of a half-elf wizard called Elethor Ashstaff. It seems he was abducted from his home more than three weeks ago now"

Fellian adds "We found the church of St. Cuthbert was investigating the recent abductions, and with the highpriest out of town we guessed they will contract an external group. Thus, we were looking at the temple and the orphanage to see what kind of group and find out what they lead too"

"Elethor Ashstaff? What does a half-elven wizards abduction have to do with a bunch of kids from the orphanage. Hardly seems to be something that would be done by the same group. What was Elethor's specialty?"

sense motive: 1d20 + 7 ⇒ (19) + 7 = 26 are they holding anything back?

At the sudden appearance of the creature blocking their way, Ryan reaches for mace and sheild as little within the gnome or dwarven fortresses has been welcoming.
"My, my aren't you an odd one, .... and it seems everyone knows what we're doing these days. he says to himself .... have to agree with my companions though; we're already taking him to the orphanage. Why's he any safer traveling with you and why hadn't you already returned him there if you can blink in and out of locations?"


Iron Gods: Iron maps;

Ryan:

Bluff: 1d20 + 5 ⇒ (20) + 5 = 25
You feel an unease in the half-elves as they talk. It has not much sense they waited for you instead of looking for their friend, this story is not true and they are using it to hide something else.

The teethed orb looks a bit confused then angry as you state you take the children to the orphanage. Some of his eyes look to some empty space next to him. Then with a very angry tone and ignoring your explanations and questions, it shouts at you "Give me the boy. Now!"

Terrem trembles on place negating with the head in response to Kikinnin's question.


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)

As Maxim retrieves the potentially troublesome smokestick from young Terram, he stops head as before them the

DC24 Knowledge: Dungeoneering: 1d20 + 6 ⇒ (12) + 6 = 18

The gun-mage stops short, hand slipping to his pistol as he mulls its nature;

Hell's Teeth that's an ugly looking sucker... Ain't for the life of me got a clue what it is...

The dwarf's other hand secures a cartridge as he prepares to load if needbe.

If this is a gnomiz illusion, its a damed good one...

Speculative Spellcraft?: 1d20 + 7 ⇒ (1) + 7 = 8


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

Kikinnin senses... what? Fear from the boy, anger from the orb... that much seems obvious to anyone with eyes, but the situation confuses him.

"Why in the hells didn't you request the boy from his slaver down below? You spineless git, we're no retriever dogs, bringing you a downed fox cub, we're concerned citizens of Cauldron, and no skulking monster is going to stop us from walking up those stairs."

With that <shudder>, Kikinnin brings his axe around, expecting little to no resistance to his mighty axe, seeing as it's an eyeball with worm eyestalks. It should be squishy enough, and it's right there and all...

MW Dwarven Greataxe: 1d20 + 5 ⇒ (9) + 5 = 14 for 1d10 + 2 ⇒ (6) + 2 = 8 damage

He waves to the others to get to the stairs, and quickly.

"Quickly! Get to the stairs!!"


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

The appearance of the strange multi-eyed orb is nearly too much for Marigold and it's only the knowledge that she needs to stay brave for the children's sake that keeps her from cowering behind Kikinnin or JJ.

"Wh-whoever or wh-whatever y-you are, y-you can't h-have Terrem! If y-you're b-being sincere then c-come with us t-to the orphanage or at least t-tell us h-how you know T-Terrem!" she squeaks, trying to sound brave as she readies herself for yet another fight.


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Iron Gods: Iron maps;

Good, I love that blind suicidal bravery :D

Initiative:

JJ: 1d20 + 2 ⇒ (10) + 2 = 12
Kikinnin: 1d20 + 1 ⇒ (1) + 1 = 2
Marigold: 1d20 + 3 ⇒ (14) + 3 = 17
Maxim: 1d20 + 0 ⇒ (8) + 0 = 8
Ruben: 1d20 + 2 ⇒ (14) + 2 = 16
Ryan: 1d20 + 1 ⇒ (15) + 1 = 16
Foes: 1d20 + 7 ⇒ (17) + 7 = 24

Kikinnin surprises everybody attacking the flying orb with his axe that hits the skin of the creature but that one is so hard the blade is instantly deflected.

The creature seems totally despised and before anyone can further react rays start to spring from the eyeball appendixes.
Ray to Kikinnin (touch): 1d20 + 13 ⇒ (4) + 13 = 17
Kikinnin Will DC 19: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
The first ray hits Kikinnin, which in his resolution resist most of the effect, but it is nevertheless shaken.

Ray to Ruben (touch): 1d20 + 13 ⇒ (15) + 13 = 28
Ruben Fort DC 19: 1d20 + 3 ⇒ (3) + 3 = 6
One of the rays hits Ruben, his skin suddenly start to take a grey tone as his movements become slower until he stops moving. All him and his clothing and other equipment becomes a statue made of stone.

Ray to JJ (touch): 1d20 + 13 ⇒ (8) + 13 = 21
JJ Will DC 19: 1d20 + 1 ⇒ (9) + 1 = 10
The last one strikes JJ who suddenly feels a deep slump and falls to the ground sleeping.

"Give me the boy if you all do not want to die!" shouts angry the eyed creature.

Kikinnin: shaken
Ruben: stone
JJ: sleeping
Surprise round: Kikinnin
Round 1: Beholder, Marigold, Ryan, JJ, Kikinnin
Everybody but JJ and Ruben can act!


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

Round 1

Status:

AC = 20
HP = 25/25
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Shaken

Kikinnin immediately regrets his decision to swing on the creature. "You right bastard!! We're not in a position to give you the boy, because we don't own the boy!! You want the boy, you look like you have the power to do so, and we're helpless to stop you!! We're not giving him to you, you're taking him from us!! Do not color this any other way, you godsdamn beast of a thing!!"

He looks at Maxim, then Marigold, then Ryan, tears of rage distorting the others' faces.

He does not swing again, for he wants to save those he can.


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)

Round 1

Maxim moves adrift of the creature, trying to get a clearer shot (Move Action).

As he shifts the gun-mage draws his pistol (Free Action), then loads the cartridge (Standard Action) before levelling the black-powder weapon at the creature.

He stands finger on trigger, but clearly in awe of this creatures power;

What in the Nine Hells is that thing?

Hoping our benevolent GM might allow a 2nd tilt at the Knowledge check given the creature has demonstrated its power? :)

DC24 Knowledge: Dungeoneering Take 2: 1d20 + 7 ⇒ (3) + 7 = 10

Tarnation!

"You heard him Eyeball. You can kill us all, take the kid anyway... but we can't just turn him o'er to you... Come too far, bled too much for that. We'll die hard mind you..."

Maxim spits as he looks at a petrified Ruben, and slumbering JJ;

Dammit Lachance. All this way for that? A living monument...

"You ain't a dumb creature - so tell us why you need the kid... Why we can't return him as we mean to? Save you the hassle of shape changing or disguising that clearly monstrous form... Hell makes sense on all counts - at least consider it or how we can come to some agreement here..."

Diplomacy: 1d20 ⇒ 15


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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))

"zzzzzzz"

In his mind JJ walks the streets of Cauldron. A crowd lines the streets as he strides through it. They throw ticker-tape and cheer. He's a hero! All those who were recused and their friends point and he puts a shy smile on his face. Around the corner he sees the town hall, it's obvious what they want of him.

Oh yes, there are pretty girls too. But lets not go into what they want of him.


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

Round 1

Kindle posting, assume all this dialogue is in Abyssal.

For a moment, Marigold seems frozen in place as she watches two of her companions immediately fall to the strange attacks of the horrible monster.

"...No...n-no!"

Rushing forward, she drops to JJ's side and shakes him furiously. "JJ!? Wake up, please!" She then looks up at the eye-monster, tears in her eyes. "WHY!? We've saved the children, why are you doing this? Why won't you tell us what you want???"

Move to JJ, emotional breakdown as a standard.


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 smiles in his sleep.

Beyond the crowd he sees a beautiful face in the sky, but it is an omen. Something horrible is about to happen. The city shakes with a mighty quake... as if Caulron is about to errupt. JJ staggers as a bit of nearby building hits him.

He opens his eyes to Marigold shaking him.

"I was having a wonderful.."

Then behind her he sees the beholder.

"dream.."

Not sure if I can do anything this round, if I can it would be stand and draw 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)

While he was afraid it would come to blows, Ryan was dismayed at how quickly the creature subdued JJ and Ruben; and apparently taking no injury at all from Kikinnin's outburst.

"Was that really necessary? Obviously we are not up to this task at this moment. Was that just for grins and giggles then? Who sent you at least this you might say before you take the child"


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))

"Or you accompancy us to the orphenage with him. Look, you are scaring the lad. "

And the rest of us

"If you want to help him, you shouldn't be scaring him."


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Iron Gods: Iron maps;

Without really answering the party's questions the beholder seems satisfied as the group accepts the inevitable "Good. Terrem is mine now. Get this money as a payment. You can keep the rest of the slaves. I do not mind what you do of them"

The eye appendixes turn to an empty space at his side. You overhear steps on that direction and Terrem is then pulled from its clothing towards the beholder.

As no one attempts to stop it, a small bag materializes from the same empty space, describing a parabola that ends with it falling at Ryan's feet. With the hit the bag opens spilling platinum coins all over the ground.

"Bye!" says the beholder laughing horribly as you overhear a female voice next to the boy telling arcane words and both the beholder and Terrem disappear leaving the room in silence once again.

Bag content:

50 platinum coins


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)

With a sour look upon his face Ryan barely looks at the coins as they land at his feet. Thinking hard he looks to JJ and MArigold who would have a closer tie with the boy. "The thieve's guild was watching Terrem as well for someone, do we know why? What was his last name? I want to see if the church's records have anything about his lineage, he can't be just another orphan"

perception: 1d20 + 3 ⇒ (5) + 3 = 8 does Ryan recognize the female voice?

Kn:Nobility: 1d20 + 4 ⇒ (2) + 4 = 6 Does Ryan recognize the surname when given

NO to both questions


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))

"We have to get back to the orphanage!" says JJ.

He looks at the bag in disgust.

"I can't believe how easily he did that...Was it real? Or was that an illusion projected by that other voice we heard?"

He looks at the stone form of Ruben.

"And we can't just leave Ruben here... Well, maybe we have to for now. I'd not want to drop him and break him..."

The lads face goes pale at the thought of it.

"Come on, lets get everyone top side and then pray that Terrem really is back at the house."


Iron Gods: Iron maps;

Still under shock, you manage to gather the rest of the survivors and climb back up to Keygan's Locks.

There the gnome receives you expectant, with a great exclamation of relieve as most of the Cauldronites climb back up to the city. His mood turns sour though when he realizes his wife is not amongst the other prisoners "Is... her... dead?"

Before you leave the shop he points towards one of the closed rooms and asks "What are you going to do with this Yuathyb you left here before? I do not want him here at my workshop."


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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

Kikinnin's jaw drops, as the ridiculousness of the situation sinks in. JJ's lights go out, Ruben's manicured hands turn to stone with the rest of him, Terrem gets taken by an invisible female, and we get handed a purse for our troubles. Do I have that right? What world order is this? What kind of rule do the gods allow for such insane things to take place, just below the surface of civilization??

The black-beard bellows impotently at the darkness. "The damn thing expressed its desire to see Terrem returned to the Orphanage. You sense that it was lying??" Kikinnin spits into the corner of the room, clearly displeased at the last to have one of their goslings swiped.

Returning to the surface, he debates engaging with the shop owner. He tries his best to tamp down his frustration in answering. "Sorry, Keygan. We believe several of the kidnapped of Cauldron may have been sold off to somewhere. We don't know to who, sadly, but we've got plenty to stew on, and to pursue." When Keygan mentions the captured, Kikinnin turns to JJ.

"Didn't you want him turned over to the Guard?"


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

Although thankful that JJ at least is unharmed, Ruben's grim fate and Terrem being spirited away still weigh heavily on Marigold and she clings tightly to Anafa as they make their way back through Jzadirune and upwards into Cauldron's light.

Still sniffling a bit, she coughs and wipes at her eyes as they address Keygan. "I'm s-sorry that we c-couldn't find your w-wife...b-but all of this was ap-p-pparently p-part of some larger p-plan by someone...I p-promise we'll do what we c-can to find her." A pause. "D-do you know of any way t-to t-turn someone from st-stone back to a p-person again?" she asks hopefully.


5 people marked this as a favorite.
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

"Yeah, we should probably move him into a brothel first, so when he comes to, he'll forget to be angry."


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)

Maxim mulls what just happened, he jingles the bag of platinum coins several times in his palm as he does so;

"Firstly if this creature was to be believed - whose to say young Terrem is what he appeared to be? Might be he's a shapeshifter or something more nasty... Could be kid was unwittingly in cahoots with it?"

The dwarf grimaces, knowing full well this different take with rankle the more heroically spirited amongst the group.

"50 platinum ain't something you give to a group you and your invisible accomplice could have buried in a heartbeat. Something ain't right with Terram and his involvement... Don't sit straight... but this coin will make it sit straighter..."

The gun-mage shrugs his shoulders, then listens to the interplay with Keygen:

"We'll find her... Plot just got thicker an' we need to do some digging..."

GM-Rutseg any chance the gnome Professor we rescued would have identified A) The creature as a Beholder & B) The type/school of magicks used in Terrem's spiriting away?


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 nods to Kikinnin.
"Yeap, send him to the guard. That is what we promised him. That and we would ask the priests if they could help cure him."

A look of impatience crosses his face.

"But I have to get to the orphanage NOW"

He seems not the least bit interested in waiting or talking. That is until he sees the other three they rescued.

"Come. Quickly, Let us get you home and pray that Terrem is there already and unharmed."

He hurries the children out, letting the rest of the group deal with Ghelve and the other citizens, as well as make plans for Ruben.


Iron Gods: Iron maps;

Keygan ponders Marigold question for a bit "I have not the answer. But there might be someone who knows. You probably have heard of Maavu Arlintal and you know him because he is one of the most important merchants in Cauldron. What you might not know is he is a knowledgeable wizard as well. Check with him"

Jasper Drundlesput says no with the head to Maxim "I am sorry. My focus is on mathematics. Ask me something about engeneering and I might have an answer for you. But what that horrible beast did... it is far from my sphere of knowledge. Sorry"
Spellcraft: 1d20 + 3 ⇒ (19) + 3 = 22
"Teleportation" you overhear the soft and alluring voice of Corryston Pike say as she overhears Maxim's question "Indeed a greater teleport spell if I am not wrong. Only a powerful wizard is able of such a deed. Still, he or she was probably scrying the room where they landed for our arrival, or perhaps... they were scrying someone of us. I have no other explanation on how they were able to teleport to our presence or exactly at the time we were there"

When Kikinnin and Keygan open the room where Yuathyb was closed the only thing they find is all his clothing and other equipment. All spread over the floor at the same tile. There is no trace of the creature despite all your effort to find him.

Meanwhile JJ rushes towards the orphanage with the children and the others that want to follow. When they reach to the Lantern Street, they find the entrance door open. In the orphanage hall people is gathering and you can hear shouts of excitement from children and adults.

Gretchyn Tashykk is hugging Terrem and crying. When the old headmistress sees you coming in with the rest of the children she shouts relieved "You saved all the other ones too!"

The children run towards the halfling leader of the orphanage and everybody else is happy to see them all in one piece, from the good willed Jaromir to Patch the half-orc.

When she has the opportunity to close to you and thank you, Gretchyn explains you "Such a coincidence. A mysterious woman wearing a dark veil just escorted Terrem to the doorstep, then quickly departed before I could ask her anything"


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))

"A woman in a dark veil.."

JJs mind goes back for a moment to the night they first heard of trouble. A night that was only three or maybe four days ago. A night that seems like months ago.

"We retrieved all the children from some slavers, but then were waylaid on the way back. Why they did that only to bring Terrem here, where we were taking him anyway..."

JJ eyes the boy up. "The Last Laugh has also been watching him. Terrem has some powerful eyes upon him. What do you know of his family Gretchyn?"

-=-=-=-=-=-=
When he gets some time alone with Terrem, JJ sits down with the boy. "I'm sorry Terrem. We did what we could to keep you safe. What can you tell me about what happened after you were taken from us?"


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)

Ryan nods in agreement with Kikinnin's suggested location for the statue of Ruben "Let's just hope none of the girls there, are one's he has conned before, he might wind up a bit broken before we can have him restored." he remarks with a wry smile

As Keygan ask about his missing wife and realizes she is not among those with the companions "Master Keygan the are still parts of Jazridune we have not been able to search, do not give in to despair yet, We will continue to search for your wife, you familiar was found within Jazridune while most of the others, all of them in fact, were found within the Malachite fortress. Time will likely see us entering the Darklands to continue this quest for it is not finished.

There will be others coming to retrieve Ruben, we ran afoul of a most horrible creature that's gaze petrified the man"

After they are unable to locate the missing Yuathyb, he helps Kikinnin and Keygan search for him before leaving to go by the Orphanage, glad to see all are accounted for Terram included. Making his goodbyes after a moment of visitation he'll return to the Church to give a full accounting of what has transpired below the city in his absence. As well as request that if the Church of Abadar can do something to help, that they would assist in returning Ruben to his normal self for his assistance in helping recover the children.

short version of report:

1.Jazridune mostly cleared and few pockets still to be fully searched based on Master Keygan's map he supplied.

2.Malachite Fortress returned to the care of the Dwarves of Malachite, however in dire need of help to still secure the fortress. Was not in good position when Splintershield left, even weaker of a position now after Kazmogen killed/imprisoned those that were left behind. Although the elemental is now protecting the entrance from the Darklands instead of the entrance from Jazridune. That should help the situation

3. Most of the principle figures in control of the Malachite Fortress during it's occupation - dead. However they were being directed by an unknown influence further into the Darklands still the be determined. The buyer being their source of where to start their search within the Darklands. - does the church have any maps of the Darklands available?

4. On their return from the Malachite, one child Terrem, was taken by force by an evil looking eyeball creature that turn one of our crew to stone and put another to sleep, while we were able to do relatively little to it. A invisible female spoke the incantation to transport them all away, one of the rescued believed it to be a greater teleportation spell. However the child was returned to the Orphanage before JJ and Marigold could arrive with the other children.


Iron Gods: Iron maps;

Orphanage
Gretchyn looks concerned at Terrem then answers JJ "His parents died shortly after his birth. I have no idea to what circumstances, the boy was just taken here by the city watch when he was still a baby. He was living at Ash Avenue at a poor house for what I can recall, so his family was among the most mundane of Cauldronites"

When Terrem is interrogated the boy seems calm "We appeared at a circular room with a wooden floor and the walls and ceiling forming an hemisphere. The walls were very strange, all made of very smooth and polished rock despite the spherical shape. There were fine handpicked pieces of furniture and also a large wardrobe. The ugly eyed creature talked with some other one. She suddenly appeared while they were still talking but it was a strange language I could not understand" the boy stops to take breath and looks to the ceiling like trying to remember, fortunately it is still fresh on his memory "The eyed creature seemed angry at the woman. The woman was having a dark veil so I could not see her face, but her accent was soft and alluring despite the strange words. The woman also seemed then angry, she told something to the eyed one like complaining"

"They both then seemed to remember about me. The woman told me to stay calm, that they had saved me from the slaver buyers and they would take me home soon. She said then some strange words and made some rare movements. She and the eyed one looked very carefully at my face. The eyed one was impatient and asking her questions, but she seemed happy and smiled while looking straight at my front. She said I was a good boy and the eyed one seemed happy too. She said then more strange words and we appeared at the Orphanage garden" Terrem looks around looking for other adults "Gretchyn was there when the door opened after she knocked at it. She then run away while Gretchyn started to shout and hug me"

St. Cuthbert Church
Jenya stands up as Ryan enters her office "I can tell by your face something has happened"

As she listens the report the woman seems truly satisfied "So all the children were returned? That is an outstanding work!" Jenya opens a box in her desk and places a large bag of coins over it "2500 gold pieces as promised. Your group made a great job. Oh! Let me not forgot!" moving to a cupboard at the wall she also brings 6 potions of cure moderate wounds and gives them to Ryan.

"We do not have maps of the Darklands. That place is too dangerous Ryan. I do recommend your group to stay away from there. Too powerful beasts lurk there. It is better if we try to find a way to make sure the dwarves are able to keep the entrance to Cauldron safe"

She seems dour as she listens the last part of the report "It is terrible to discover such a creature moves freely below our feet... we have to be watchful. But let's try to focus on the good news. You recovered the children, and that's something to celebrate today. A great success"

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