[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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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))

"So what is the plan in detail? Tell Orin and then go and confront them? What if they say they have no map? They are hardly going to let us search their gear..." asks JJ.

"My plan more or less relies on them changing their mind about trying to kill... whoever. Actually finding the map would help us learn who the target it. I'm not sure if lord V actually knows that or not. He was awfully unspecific..."


Male Human Sorcerer (inactive)

"He might not have had much information to work with in the first place."

"Any ideas how we can get the map?"
"Or at least get a look at it."


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

"Not without sneaking it, which is unlikely at this stage. Lets go and be open with Orin."

He heads over to the bar (and hopefully Orin).

"Mr Orin.. we need a quiet word with you."


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 eyes Marigold once again;

"As you wished Missy - could still make you smaller like... Less likely to be spotted and more chance o' hiding if disturbed like?"


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

"I-If we s-still need to, I'll d-do it," she whispers, trying to look and sound brave. "M-Maybe I can s-slip in wh-while you lot m-make a distraction by c-confronting th-them?"


Iron Gods: Iron maps;

"Yes?" Orin looks at the troubled expression of JJ and becomes serious "Ok, lad, come with me we can talk there with more privacy"

The man moves you to a small chamber next to the kitchen "So what is it? Have you had an unpleasing found in your room perhaps? I am sorry, I try to fight those despicable snakes but with the jungle so close... I can do little to avoid them from time to time..."


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))

"No, nothing like that" says JJ, "The room is fine."

He pauses, trying to find a diplomatic way to phrase the request.

"I know my group seems a little odd, and we are at that. The thing is, there is a group of people who are planning on doing murder in Cauldron. We have been sent to intercept them and ensure they don't make it to Cauldron."

His eyes dart around, making sure there are no other listeners.

"Scar-face and his friends... I believe they are the assassins. I was outside just before and overheard them meeting up with another man and talking about a map that the 6th person handed over before galloping off."

He sighs.

"I'm hoping this won't come to blood shed. My friends and I are going to confront them. Hopefully when they find out that their ruse has been tumbled and there is no point in heading on to Cauldron they will turn back. "

He pauses.

"Hopefully."

JJs fingers fidget a bit.

"But there is a chance they might think they can knife me, and still make it to Cauldron. I really hope they don't do that, but if they do, you need to know what is going on so you can keep your family and the other guests safe."


Iron Gods: Iron maps;

Orin becomes more and more concerned as the conversation progresses. At some point he cannot avoid looking stern at JJ and say "Look boy. Whatever is your business with these people, I do not want to know a word about it. Discuss, fight, or kill you if you please, but do it not in my inn" he makes the statement very firmly.

Only then he alleviates his seemingly suffering and looks kindly at JJ "I like you boy, but this business is all my family has for living. Imagine what can happen if it is known that I allow people to siege, discuss or fight others here"

"Leave now. I do not want problems in my inn" he then moves out of the room and walks into the common room.

There in the common room, only the group stands, as all other people has gone to sleep to their chambers. Sara works in the room, cleaning the tables for the next day.


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 relates the happenings to the rest of the group.

"It's not an unreasonable request... this is his family and livelihood. We could just set up camp on the road and wait there. More chance of bloodshed, less of innocents getting hurt."

He rolls his shoulders, that feels right to me.


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 listens to JJ, then with a grimace and sigh of frustration he adds his thoughts;

"Darn it. Orin has a point right enough, but man's place is harbouring malcontents! We need that map. One or two o' us should do some sneaking... Iffen we're caught we just "came back for belongings left behind" - no harm done."

Maxim will flag up that he can use prepared spells: Reduce Person to make someone "sneakier" and less likely to spot... (Marigold has been the prime thought on this one) and Break - which he could use on a lock...


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))

"Orin wants us gone. And breaking the locks on the door... that isn't a nice thing to do. He's going to have to replace the one in Ryan and my room anyway."

JJ shrugs

"And scar face and his friend will be probably still up anyway. I think we'd best be off and make camp ten minutes up the road."


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 mirrors JJ's shrug;

"Fine by me. Said this was a folly mission back in Cauldron... Gettin' mixed up in political mummery - something we don't need..."

The dwarf fishes forth his flask and takes a nip of the strong liquor;

"We should cut our losses... This whole enterprise is a bad business... Let's stick to saving kids an' rats... Leave the politicians an' other leeches to protect themselves..."


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))

"Maxim!" say a shocked JJ.

"There are people that want to kill someone in Cauldron. Even if they were a beggar, that would be horrible. If they are a noble think about what type of social unrest might happen and more people getting hurt. "

He pauses for a moment, thinking about trying to put it in the dwarfs terms.

"At the least, that would be bad for business."


Male Human Sorcerer (inactive)

"Still, JJ does have a point. Setting up an ambush between here and cauldron could work to our advantage."


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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)

"We should secure a spot down the road before the others leave. It would not do our reputation any good to destroy the Lucky Monkey, and Maxim unless you're the assassin, they are bad for business.


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-and w-we've already a-accepted th-this j-job, s-so it w-would look b-bad on us all if we b-backed out now," Marigold adds, secretly a little relieved that it likely won't come to having a brawl in the cozy little inn. "Especially for y-you two as a b-businessmen," she nods at the two dwarves, "and R-Ryan as c-clergy..."

She furrows her brow, trying to think things through in a logical manner. "W-we've g-got the advantage th-that they d-don't know we're w-wise to them...I th-think. Th-they w-won't b-be expecting an ambush. A-and we'll have m-more room t-to work with - for f-fighting and sp-spellery and s-such."


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 scowls, and sighs as he hears the rest of the group's unsurprising chastisement;

"Fine. Let's go prepare an honourable ambush then..."

At Marigold's words pauses before answering;

"Little Miss... Lookin' bad in the eyes of thievin' manipulatin' politician scum is the least of my concerns. We're pawns in the cut and thrust of whatever deals went sour betwixt our Mayor and his rivals... but alas they wield power, an' til such time as we can sever the puppet master's strings then guess we're in it up to our gullets!"


Male Human Sorcerer (inactive)

"Business first!"
"Glad that's settled!"
"I'll pack my gear!"


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)
Quote:
"Fine. Let's go prepare an honourable ambush then..."

Ryan smiles at his gruff dwarven companion, "The honorable ambush is likely the one you don't walk away from, I'd prefer to be less honorable in our ambush, and more honorable in fulfilling our contract. What do you have in that bag of tricks you have?"


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

"I d-don't kn-know all that m-much about p-politics and things but th-there's s-still something to b-be said for k-keeping your word," Marigold responds stubbornly. "The Sc-Scarlet B-Brotherhood has to b-be a lot worse than our M-Mayor ever c-could b-be if they're willing to k-kill p-people! And b-besides, we're d-done after we take c-care of those assassins s-so we'll be b-back home in C-Cauldron b-before we know it."

She glances over at Juraan as he declares his intentions to begin packing. "S-sounds l-like a p-plan to me. I'll g-get my things p-packed too."

Ahhh...MG is just as naive as JJ at times, only in different ways :)


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 doesn't have that much stuff to pack up, but what he does have is spread over his room in a chaotic fashion. He takes a good ten minutes to quietly pack up and then get downstairs again.


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 will quickly pack what items he has loose and meet the others in the stable, figuring he can continue his previous question on the way back towards Cauldron.

Wasn't trying to stall with the question sorry if taken that way.


Iron Gods: Iron maps;

After packing your things, the group departs in the middle of the night. If someone noticed, no one came to your side to give you farewell.

Mounted once again in your horses, you ride during an hour or so until you reach a point in the road you can make sure anyone heading Cauldron will have to take.

Some stones next to the road, or the jungle itself, can work as a hiding place. There, you unmount and start discussing how to prepare the ambush and how to coordinate your approach to the topic of convincing the lads.


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)

"These rocks and trees here should create a natural choke point, causing them to move directly through here. While I can help us and create a bit of mist should we make it through my morning devotions I don't have much yet I can target multiple assailants if they want to resolve this the hard way. Rope from my pack should delay them or we could place it between the trees there, rider height should'st one or more of them attempt to make a run for it straight through our line."


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 takes out a rope and starts to string it between trees.

"If they leave early, and lets face it, this is a long road so it is likely they will.. " he grins "It may still be dark. The rope will help slot them down."

He takes out some blankets.

"Apart from that, I want some rest. The last time I rode this road, I was bushed for a day."


2 people marked this as a favorite.
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 shakes his head and grumbles as they make camp;

"Hels teeth I miss Lachance. Leastways he had a savvy view on life, not skewed by notions of honour and such. Honour don't line the pockets people, nor feed the poor... Just fills the tombs with plenty o' martyrs."

The gun-mage assists in the work, and planning;

"Rope to slow em down. Terrain to funnel em. What happens if these basterds fight to the death? What then? If they work for a group that are nasty in deed an' repute, then us waving a few blades an' threats ain't gonna mean diddley-squat when push comes to shove."


Iron Gods: Iron maps;

You set up the rope and then look for a concealment around the rocks while deciding for a position where to set up a human barricade to stop the riders.

What are the guarding rounds while you rest?
Are you holding the rope tense or expecting to tense it at the time the riders arrive?


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

As the group works to make a camp and ready their ambush, Marigold seems rather tense and irritable herself and doesn't offer much in the way of conversation until the group begins discussing the finer details of the plan.

"I c-can c-conjure mist t-too," she offers. "And if th-they w-want to f-fight, I...I c-can t-try to kn-knock them out with m-my m-magic. We c-could l-learn m-more if we d-don't kill them all..."


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)

"Agreed, too bad we do not have an entangle spell available. Once seen a druid turn the weeds in the Church's front lawn into a jungle, imagine what he could do with an actual jungle." Ryan say with a wistful laugh Becoming more serious, "Maxim have you got the flask of acid and alchemical fire we found way back handy? Those and the vials of anti-toxins might be useful if they choose to fight. They are assassins or at least part of them are, expect them to fight dirty."


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 continues his chagrin at the situation;

"Say we do fight em... then kill em... Then we find out they ain't the villains we think... What then? Do we turn ourselves in as murderers and dance the gallows jig? Leave em in a bed o' dirt deep off the track... so no-one every knows? Where's the honour then eh?"

The dwarf taps his pistol handle and spits some hard words to any caring to listen;

"We better be damned sure these are the assassin's threatening our precious Mayor an' not some roughhouse patsies that a scurvy politician wants out o' the way... Damned sure..."

My thought would be to have it tied off and tight... Best case it unseats them... worst gives them pause. A horse at full pelt will drag a bunch of us for a distance! Let the trees be the anchors :)


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.

And yes, tense, and another a bit further down the road too.

"I'm thinking when we hear them we stand on the road and tell them we know who they are and that only death awaits them. If they come anyway with swords drawn then so be it. If they decry their innocence and try to head to Cauldron - well, we remove weapons and escort them to the gate guards and let them sort it out. Lord V may not like that solution but I'll not kill an innocent man."


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)

"I'm thinking JJ has the right of it Maxim, we'll confront them before they pass through, i've no wish to kill the innocent, but it's better to have a plan should things go sideways than not to, the acid and fire would go a long ways towards taking the fight out of them but not likely kill any of them, thrown blindly into the fog surrounding them."

agreed tied tight


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))

"What about that spell you used on the ally bashers?" asks JJ of Juraan.

"Could that help us disarm them, and maybe stop their horses too?"


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

"J-just m-make sure the h-horses don't c-crush them if you d-do that," Marigold warns.


Male Human Sorcerer (inactive)

"That's actually a wand I have, JJ."
"Could work on them, I suppose."
"Hardened opposition often shrug it off."
"Still, it won't hurt to try it."

Metagaming stuff:
Wand of Colour Spray
(DC 11, WILL negates)
Totally awesome low level spell, but the wand's DC isn't too hot.


Iron Gods: Iron maps;

GM:

Chance for other travelers around: 1d100 ⇒ 13

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Perception: 1d20 - 1 ⇒ (13) - 1 = 12

The whole night passes and part of the morning before anyone appears riding at the road. Two riders run atop their horses through the road when one of them suddenly stops "Wait! A rope!"

Despite the alert, the other rider was terribly distracted and his attempt to stop the horse on time is not enough. The horse reduces his speed dramatically but still it hits the rope and entangles. You can hear the sound of the rope complaining in the wait, and all of a sudden the horse loses balance and falls!
Ride (soft fall) DC 15: 1d20 + 3 ⇒ (20) + 3 = 23
The rider demonstrate an incredible skill and jumps out of the saddle as the horse loses balance. With a spin in the air, it falls on foot and quickly stands up shouting "For the seven hells of Asmodeus!"

You spot in the distance three more riders arriving to this position. The first two riders are the half-orc with the scar and his little companion without doubt.

I think you were waiting visible. If such feel free to talk, attack, or whatever you want to do. If you are instead hiding, feel free to roll for stealth

Ambush map updated


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 steps up into the road, behind the rope.
"We know who you are!" he shouts.

"Cauldron is happy to take care of our problems internally. No need for assassins from the scarlet brotherhood to step in and cause problems. "

He glares at the various riders.

"Your mission of death is blown. Turn around and head back the other way."


Male Human Sorcerer (inactive)

stealth: 1d20 - 1 ⇒ (18) - 1 = 17
That was lucky!

Juraan will hold his action until the bad guys are closer.
He doesn't have a lot of fire power.
So, he'll wait to support the others as needed.


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 whispers an incantation under his breath, studying the area surrounding the two men searching for the tell-tale indication of poison.

cast : detect poison


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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

Stealth: 1d20 ⇒ 4

Although Marigold attempts to hide herself in some of the bushes off to the side of the road she does a spectacularly poor job of doing so, not realizing until it's too late that the bushes are even smaller than she is and offer little to no concealment.

Uh oh...maybe they can't see me if I don't move?

She freezes in place as JJ challenges the riders, hoping they'll focus on him for the moment. As she listens to him speak, she swears she can almost hear Maxim's teeth grinding from where she's standing.

Can't really move my token on the map, but Marigold is trying to hide in the foliage to the right of the road.


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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)

Presume we've prepared spells and such overnight GM-R? Or we stuck with previous days selections?

GM-R:

If we are allowed to learn new spells Maxim will have selected his combat standbys of

Mage Armour
Magic Missle
Burning Hands

As the would-be assassins approach, Maxim loads his pistol with an alchemical cartridge, the stands ready.

When JJ melodramatically hails them, then Marigold hunkers in plain sight behind a pitiful shrub, the gun-mage scowls in pained frustration:

Thank the Maker these two n'er mused a life o' banditry!


Iron Gods: Iron maps;

Maxim recalls the new spells he has prepared overnight while Marigold and Juraan attempts to hide.

Ryan detect poison does not reach to the riders as they have been stopped by the rope far away.

As JJ challenges them, the half-orc pants and looks back, then again forth to the position of the group and shouts back "You have no idea what are you trying to talk boy." he moves back his hand to the belt then adds "We are not in the tavern now. Move away if you do not want to die"

The other three riders reach the position of the first one and stop their horses just on time "What is going on?" asks the woman.

The little one in foot stands up and looks for his horse.

The half-orc answers "These are running out with my patience" and starts to count "Five-Four-Thr..."


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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)

Gods damn it! Time ta dance I guess...

Maxim draws his pistol with a hard-set grimace and a shouted parley;

"... (Th)ree o' you after I drop your ugly ass. Odds ain't too favourable so hear the boy out eh?"


Male Human Sorcerer (inactive)

Juraan continues to move up an oblique angle.
Even though stealth is not his forte.

stealth: 1d20 - 1 ⇒ (13) - 1 = 12


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))

Sure that the half orc can hear his heart beating, as it seems to loud to himself, JJ does his best to appear cool, calm and collected.

"Your mission is over. People know and are waiting for you. You have been betrayed by your sponsor. Turn around and go back, there is nothing for you in Cauldron - nothing other than death or rotting in a cell. Assassins are not welcome. "

intimidate: 1d20 + 1 ⇒ (17) + 1 = 18


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 allows the others a chance to plan their own, more chancy, encounter on the road. He says much of nothing in argument, though his instincts would steer him into direct conflict within the Inn's walls, immediately You trap rats in the walls, you know where they are. You don't give 'em room, and wait until they poke their heads out a hole, because there might be other holes they know about, and you don't, then you wait a whole evening, only to find out the rats aren't in the walls anymore, they're in the bags of grain two houses over. Sigh.

He doesn't argue when he mounts Hardhead again, steering well around the horse's neckbend, which proves wonderfully foresightful. The horse tries to bang him, only swishing head in air. He also doesn't argue when his thighs begin to chap, for the promise of a small travel outside the range of the inn's light, so they might still watch for errant bolts of different rabbit runs.

When Scar et al stumble into view, Kikinnin pats his drawn greataxe, slowly walking forward, wordlessly waiting for the festivities to begin.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

This is what happens when you don't check the map, hadn't seen the note with the arrow pointing back towards the Lucky Monkey. Had put that red line on the map thinking it would be between our group and Cauldron not the other way around."

Having forgotten how far his spell would work, Ryan is disappointed in the results, seeing the conversation going south as well, he glances at his crossbow making sure it is ready once more. "Steady JJ you have this." inspiring word 1 of 6


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 tenses as the half-orc begins counting down, sure that things are about to go sour - until Maxim offers his two coppers on the situation. Although she's pretty sure that not all of them will come quietly, she hopes that maybe the show of force will at least make some of them think twice.

Come on...come on...be reasonable...


Iron Gods: Iron maps;

"Look, the little lad thinks he is the Sheriff of the road" laughs the small figure next to the half-orc.

Before the count reaches 0, the half-orc open his coat and draws a repeating crossbow starting to shot beginning with JJ.

Sense motives:

Enemy bluff: 1d20 + 2 ⇒ (13) + 2 = 15
JJ: 1d20 + 1 ⇒ (19) + 1 = 20
Kikinnin: 1d20 + 4 ⇒ (12) + 4 = 16
Marigold: 1d20 + 10 ⇒ (2) + 10 = 12
Maxim: 1d20 + 6 ⇒ (5) + 6 = 11
Juraan: 1d20 + 1 ⇒ (2) + 1 = 3
Ryan: 1d20 + 7 ⇒ (9) + 7 = 16
Fran: 1d20 + 3 ⇒ (3) + 3 = 6
Insu: 1d20 + 6 ⇒ (12) + 6 = 18
Polder: 1d20 + 5 ⇒ (11) + 5 = 16
Barbara: 1d20 - 1 ⇒ (14) - 1 = 13

Initiative:

JJ: 1d20 + 2 ⇒ (7) + 2 = 9
Kikinnin: 1d20 + 1 ⇒ (11) + 1 = 12
Marigold: 1d20 + 3 ⇒ (13) + 3 = 16
Maxim: 1d20 + 0 ⇒ (14) + 0 = 14
Juraan: 1d20 + 2 ⇒ (11) + 2 = 13
Ryan: 1d20 + 1 ⇒ (19) + 1 = 20
Foes: 1d20 + 0 ⇒ (7) + 0 = 7

As the half-orc takes aim Ryan, Kikinnin and JJ reach to react, even before he uses the trigger!

Surprise round: Ryan, Kikinnin, JJ, Perico, Polder
Round 1: Ryan, Marigold, Maxim, Juraan, Kikinnin, JJ, Foes
Only Ryan, Kikinnin and JJ can act (surprise round => only 1 standard action)
Distance is 130' aprox. Sorry Ryan, I missunderstood your intentions about the rope in the map. I think retconing now would be too much a mess, so please accept we keep going this way.


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))

As the crossbow comes out, JJ starts to move forwards to get cover behind a stone.

"Fool! Your mission is blown, you waste your life and those of your companions."

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