DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

Roll 20 Link

Slayer Totals


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Sam, I'd call that violent motion. DC 15 plus spell level concentration check.

Nemoris, yes, you can use the belt to qualify until you take it off or get hit by a dispel/anti magic etc then you lose access to the feat until you get the permanent bonus back.

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

ok you haven't said if I can retcon not using the wand, lemme know


Huh, thought I posted that. Yes, repost.

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

Epik 2 things, one as a level 11 paladin you should get 3 attacks with your bow +11/+7/+1 and if you made the Slow save you are still hasted and will get a 4th at your highest attack

Also I was going to attempt to bull rush him to the ground this round if you wanted to wait to see if I succeed, I may not need too though if your 4 bow attacks hit, but I think the wind wall will block your arrows too


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

Drawing the bow is a move action, so he wouldn't get a full round attack.

Wasn't sure if you were still going to do the bull rush. Do it if you can.


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

Ahh crap, I forgot about that, you are right, waiting on Tike to Answer a question which will decide if I am able to bull rush or not, but if I can, still planning on it

Did Nowzai not enlarge either of you before the fight?


Just Magma ...


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

Went with a dispel magic, figured that gives us the best damage output while the fire is down, without the Truestrike I don't think I have enough to move him to the ground


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

Epic will delay his action until after Sam's turn.


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

if nowazi enlarge me damage will be 3d8+18 not 2d6+16

i may have kill the imp

when i saw the smaller icon i assume that i was not enlarged.


Sam,Magma, Nemoris. Need posts

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

I do not think you are correct with the targeted dispel

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

My spell dc is 22, if that isn't his first roll the entire spell fails


Gotcha, no rerolls ... so you're both good then since you cast all those spells that I assessed.

Nowzai's spider climb will need to be assessed though since that comes from a different source. Same with anything you cast from a wand (if anything).


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

yup exactly how I was reading it, so my shield spell is gone, and protection from evil from Epik maybe, what is his caster level? I don't think it's an 11 but I could be wrong. Not sure if paladins are a lower casting level or not.

Ok heading to the funeral now, thanks this helped keep my mind off it. If I can, I will follow up post on the other games tonight


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

CL 8. Paladins are -3 caster level.


Male Fetchling Slayer 7/ Red Mantis 5

Anyone looking for Pathfinder books? Humble Bumble has a huge promo going on right now, everyone should at least check it out.

https://www.humblebundle.com/books/paizo-pathfinder-bundle


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

sorry computer is in pieces

i should be back now


Myaruk the lich:

Myaruk CR 13
XP 25,600
Male human lich diabolist 4/oracle 7/conjurer 1 (Pathfinder Campaign Setting: Book of the Damned Volume 1, Princes of Darkness, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 188)
LE Medium undead (humanoid, human)
Init +6; Senses darkvision 60 ft.; Perception +28
Aura fear aura (DC 24)
--------------------
Defense
--------------------
AC 28, touch 17, flat-footed 25 (+6 armor, +4 deflection, +2 Dex, +1 dodge, +5 natural)
hp 200 (12 HD; 5d6+7d8+142)
Fort +15, Ref +9, Will +18; +6 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/good; 15/magic Immune cold, electricity, polymorph, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee touch +10 (1d8+8 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 24)
Arcane School Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—acid dart (1d6 acid)
Oracle Spells Known (CL 11th; concentration +19)
. . 5th (5/day)—mass inflict light wounds (DC 23), slay living (DC 23), summon monster V
. . 4th (8/day)—inflict critical wounds (DC 22), summon monster IV, symbol of slowing[UM] (DC 22), unholy blight (DC 22)
. . 3rd (8/day)—animate dead, inflict serious wounds (DC 21), invisibility purge, greater stunning barrier[ACG] (DC 21), summon monster III, wind wall
. . 2nd (8/day)—desecrate, dread bolt[UM] (DC 20), false life, ghoul hunger (DC 20), inflict moderate wounds (DC 20), shield of fortification[ACG], summon monster II
. . 1st (8/day)—cause fear (DC 19), inflict light wounds (DC 19), protection from good, sanctuary (DC 19), shield of faith, sphere of darkness (DC 20), stunning barrier[ACG] (DC 19)
. . 0 (at will)—guidance
. . Mystery Bones
Conjurer Spells Prepared (CL 1st; concentration +3)
. . 1st—benign transposition, vanish[APG] (DC 13)
. . 0 (at will)—bleed (DC 12), detect magic, mage hand
. . Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 13, Dex 14, Con —, Int 14, Wis 20, Cha 27
Base Atk +7; CMB +10; CMD 25
Feats Acadamae Graduate, Accursed, Augment Summoning, Dodge, Familiar Spell, Improved Initiative, Scribe Scroll, Spell Focus (conjuration), Superior Summoning[UM]
Skills Acrobatics +3, Bluff +20, Climb +5, Diplomacy +12, Fly +16, Intimidate +12, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +9, Perception +28, Sense Motive +26, Spellcraft +17, Stealth +14, Use Magic Device +11; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Daemonic, Draconic, Dwarven, Elven, Infernal
SQ arcane bond (familiar), augment summoning, channel hellfire, damned, heresy, infernal bargain, infernal charisma, oracle's curse (clouded vision), revelations (armor of bones, bleeding wounds, death's touch), summoner's charm (1 round), whispering way magic armor discount, whispering way magic items discount, whispering way magic weapons discount
Combat Gear quicken metamagic rod (lesser), wand of inflict critical wounds; Other Gear headband of inspired wisdom +4
--------------------
Special Abilities
--------------------
Accursed (Completed) gain SR 23
Acid Dart (1d6 acid, 5/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Armor of Bones +6 (7 hours/day) (Ex) +6 AC.
Augment Summoning You gain Augment Summoning as a bonus feat.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bleeding Wounds +2 HP/round (Su) Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death’s touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every
Channel Hellfire (8/day) Change energy damage in spells to hellfire damage.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Clouded Vision You cannot see beyond 60 ft
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Touch (1d6+3, 11/day) (Su) As a standard action, melee touch deals negative energy dam. Undead healed & +2 channel resist for 1 min.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Spell Transfer a specific spell to be cast by the familiar. +3 Levels.
Fear Aura (DC 24) Foes in 60 ft are frightened (below 5 HD) or shaken for 12 rds (Will neg).
Heresy +2 (Ex) +2 to your checks made to research specific devils’ true names or sigils.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Infernal Bargain Can halve called devil's price for service with opposed Cha check.
Infernal Charisma +4 (Ex) +4 to your Charisma when dealing with infernals.
Paralyzing Touch (1d8+6 negative energy dam, DC 24) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Rejuvenation (Su) Liches can return after a few days.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
Touch (DC 24) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Undead Traits Undead have many immunities.


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

i leave for Florida today but i will have my computer.
be back on wednesday


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

i am back from florida


Male Fetchling Slayer 7/ Red Mantis 5

The headband of +4 wisdom is useful to everyone. How much does it actually help Jenya vs a Player character?


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

Hey all, sorry I've been mia for so long! Our new daughter was 3 weeks old yesterday and I'm only getting on computers now because I'm back at work :)

I'm not sure if this will work, but for anyone who wants to see our sappy pictures (and isn't already a facebook friend), try this: https://www.facebook.com/dirt.nap.39/posts/10209328634880703?pnref=story

Hope all is well and I'll make an effort to check in more!


All, have some family emergency stuff to take care of. May be a bit before I get an update out given I'm working on some significant prose/updates.

In the mean time, the NPC tab is completely updated (even with some info you haven't been made fully aware of, yet) Take a gander at when you can. It's near the Slayer list for those that haven't checked it in a while. Let me know if you think there's someone important missing.

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

Thanks Tike, hope all is well.


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

That is a lot of NPC's...

I hope all is well as well. Take your time


Male Fetchling Slayer 7/ Red Mantis 5

I was looking on the web site, and I see a link for Maps but there is nothing there. Is the thought that we will keep all of those maps on Roll20 and not also on the web site? BTW the NPC section looks great


Roll 20 for maps, yes. I need to swap it to Cauldron. But I think I added a Cauldron handout as well. If not, I will.

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

Who's got the breakdown on loot? Magma have you been keeping the spreadsheet up to date?

Last one I can see is from 2015 and nothing since.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Yeah, this is will be a long-overdue scrub of the loot breakdown. We haven't had much opportunity for shopping in a while...


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

Who's got the breakdown on loot? Magma have you been keeping the spreadsheet up to date?

Last one I can see is from 2015 and nothing since.

i was up to date but i am double checking everything right now. should be up by the end of the week.


Maps updated and a regional depiction added.

I'm working on a recap of everything so far and then I'll give you a large answer to all your questions. Give me a bit of time.

I intend to turn this portion of adventure into a sandbox, so I'm rewriting quote a bit and combining 2 adventures into one. Note this means you may encounter stuff that's harder earlier but you guys are pretty stout so I'm not concerned about it.

Plus you have raise dead now ....

Focus on getting the loot together, divvied and sold lining up your loot purchases and making a prioritized crafting list (with timelines).

Don't forget that you still own the Splintershield Vault. I believe it's at the Drunken Morkoth currently

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

Any Mithril Bucklers for sale?

And Celestial armor as well please


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

actually anyone else have any creation feats besides me?

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

Just bowcraft here, no feats. If I recall it's sadly mostly caster level prereqs that I don't qualify for.


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

You can actually craft even without magic, it's just a much harder DC.

It's how all the dwarven smiths manage to craft things.


Male Fetchling Slayer 7/ Red Mantis 5

No crafting here.

Are we going to look to liquidate all of the loot that we don't want? I know we need the list that Rich is working on, but it probably makes sense so that we can get some supplies before the super hard section Tike is "tweaking".

Tike, does Dalamus need to get special healing as he was down to 1HP from the disabled. I know Jenya healed that, but that is not a HP recovery, or was it?


Also, feel free to post things that you think meet the Faction requirements for the faction you've joined

Bluecrater Academy: Sam and Nowzai
Striders: Nemoris
Town Guard: Dalamus and Magma
Red Mantis: Dalamus
Church of Torag: Magma
Mendevian Crusaders: Epik


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

I had wanted to join the Pathfinder Society last time we were in town and I think that just got lost in the rapid fire posts from crafting, was I just not able to find anyone or did I not do it right?


Pathfinder Society or Bluecrater Academy?

There's no one from the Pathfinder Society in this neck of the woods ... Nemoris could tell you more if he's so inclined.


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

I had wanted to join both, I remember doing the stuff for the Academy, I just can't remember the Pathfinder stuff.

I will check with Nemoris


Chapters 1 though 4

Life’s Bazaar

Arrival in Cauldron:
Dalamus, Epik, Nowzai and Magma all ended up in jail together for various suspect crimes. None from the city itself, Dalamus from the nearby half-elven community, they struck up a friendship locked in a cell together. They were released (maybe this was the intent the whole time) under parole as long as they assisted the Town Guard with some of their investigations given the government of Cauldron had them spread thin. During their time of release they find that Magma’s aunt and uncle had gone missing, and they met Kristoff, the sole caretaker of the shrine of Saranrae. They also encountered a Last Laugh agent by the name of Jil who seemed to know more than they did about the city’s goings ons.

Kidnapping Investigation:

Their first task was to look into the string of kidnappings, the most recent of which were children from the Lantern Street Orphanage. They interrogated the employees and investigated the scene realizing the kidnappers entered without breaking in, they went to the lock manufacturer, Kheygan Ghelve. Ghelve eventually broke and mentioned that he was being blackmailed by creatures from below. He had a hidden entrance to the lost gnomish city of Jzadirune in his shop. The party turned him over to the Town Guard

Jzadirune & Malachite Fortress:

Entering the ancient Gnomish city, which had no gnomes in it any more due to the mysterious disease of unknown origin, the Vanishing, the party worked their way through bizarre mechanical constructions and strange encounters eventually coming across a band of skulk and dark folks, the perpetrators of the kidnappings. After meeting and rescuing Nemoris who had been kidnapped recently, they captured their leader, a dark stalker, and turned him over to the authorities but not before they learned that they’d been selling their victims to someone else further down in the Underdark, within the ancient dwarven stronghold, the Malachite Fortress.

They assaulted the malachite fortress, bringing down hobgoblins and other creatures to uncover a horrible sight: an underground (literally) slave auction. They engaged the slavemaster, a half-fiend duergar named Kazmojen and his hobgoblin warband, eventually having Ferio and Fellian (Striders who had been shadowing their investigation) roll in to aid them at the end of the fight.

During the fight, one of the children, Terem was spirited away by an unknown duo, a woman and a man named “Orbius”. No one saw the pair, but could hear their exchange outside a locked door. Surprisingly, when they returned to Cauldron, they discovered that the next day Terem was back at the Orphanage, unharmed and unaware of his ordeal.
Dalamus and Magma lingered to loot a horde they’d found, and got locked in as the Town Guard sealed the entrance in Ghelve’s Locks. They fled through the Underdark with all their loot, losing most of it along the way.

Nowzai sponsored by Vortimax Weer, a local alchemist, to join the Bluecrater Academy and does so successfully

Flood Season

Flood Festival:
The party enjoyed their respite for a time, reporting in monthly for parole requirements and then participating in the Flood Season festival games against another adventuring group, the Stormblades, who due to either jealousy, malicious intent, or some other reason have created an animosity with the party. They meet up with Malcolm, who joins the party for a short time. There’s a tremendously popular annual noble ball (the Demonskar Ball) that evening, but the party is blocked from attending by Zachary Aslaxin III, a Stormblade.

The Lucky Monkey:
Following a fairly successful outing at the games, the party is contacted by Jenya Urikas, a priestess at the Temple of Iomedae to look into why Sarcem, their high priest hadn’t returned with the wands of control water from Osibu.

Setting out near immediately, the party stops at the Lucky Monkey, a traveler’s waystop on the road to Osibu. They investigate some vicious dinosaur scavengers, one of which kills Nowzai. You rescue Pad from the trees where you start to realize something untoward his happening. After they uncover a notorious lycanthrope bandit, Tongueeater, had killed Sarcem, trapped the caretaker of the shrine to Erastil, Shensen Tesseril, and took over the inn. After killing the werebaboon and his gang, Shensen tells them of Tongueeater’s discussion about the stolen wands with a woman named Triel and a Halfling that she tracked to a nearby cavern. The party gets Nowai raised and heads to the cavern.


Kopru Ruins:
At the cavern, the party encounters a tribe of kobolds and vermin hired as elite mercenaries to support Triel, a former Town Guardsman, her companion Skayven, a Halfling wizard and a gnoll priest turned undead. They recover the wands and return to Cauldron to stem the flood during the incoming rainy season.

Jenya takes in the orphan, Pad, and the party meets Lord Vhalantru, a fairly recent noble, who is known for his magnanimous gestures to the city and his concern for the common folk. He takes Pad under his wing and gets the Luck Monkey back up and running.

3 months downtime:
Nemoris goes shopping in Osibu. Magma joins the church of Torag and Epik joins a sect of the Mendevian Crusaders by slaying the demon in the waters of the lake near the Kopru Ruins. Shortly thereafter, the party is invited to Lord Vhalantru’s mansion where they talk about their recent adventures, local politics and new taxes, along with the notification of a new high priest of Iomedae coming into town. He rewards the party with magic weapons from his private stash. They meet the new priest, a severe and arrogant man who obviously is unimpressed with the party and with the state of the temple, sending Jenya into a flurry. Malcolm goes his own way to find his sister.

Zenith Trajectory

Umber Hulk Attack!:
After a period of time, the party stops a rampaging Umber Hulk in middle of the city saving citizens, but not until it’s done significant damage to some notable warehouses in the area belonging to a notable merchant, Maavu. Representatives of a new government organization, the MTA, apparently funded by the increase in local taxes, appear after the fight to assist. Local reporters start calling the party “The Guardians of Cauldron” and ask more about recent rhetoric from the Stormblades downplaying the party’s recent accomplishments. Sam joins the party to help with the attack. Rumors of Maavu fleeing the city on horseback shortly after the attack abound.

Cusp of Sunrise:

The party receives a personal invitation from a strikingly beautiful blonde noblewoman named Celeste to discuss matters of import. The meeting is at the members only club, the Cusp of Sunrise. At the party, you run into Lord Vhalantru and many of the other nobles to include Lord Anskin Taskerhill who demands your immediate removal as thugs. Also at the party are the Lathenmires and a dwarf businessman by the name of Adrick Garthun whom Dalamus drank against in the festival.

You meet with Celeste and an ancient dwarf named Davkhed Splintershield who is dying from a curse placed on him by his dying wife and looking to repair his relationship with his sons. His eldest, Zenith, led an expedition into the Darklands and hadn’t been heard from since. You haggle over the reward and nearly come to blows before getting them to acquiesce to your demands.

Celeste gives you a map to a man who may know where a nearby Darklands entrance is given the Stormblades collapsed some of the tunnels under Cauldron.


Bhal-Hamatugn:

The party heads to Crazy Jared’s hut for directions, gets attacked by a red dragon, and finds their way to the “Endless Stair” a Darklands entrance guarded by a cryohydra. After slaying it and traveling through miles of Darklands tunnels, the party comes across a cliff overlooking a river and a horrendous fish-shaped building.

Fighting through kuo-toa, a summoned devil, a water filled room trap, and undead, the party is beaten back twice and Sam is killed before they get through to find Zenith, not only alive, but apparently in control of this tribe. After beating him into submission, they take the dwarf and his tribe’s banner and escape as the temple collapse around them while pursued by an ancient creature called the “All-Father.” They are able to rescue a prisoner as well before the entire place collapses on top of the creature behind them, acid spraying out from its cavernous maw as they flee

With shaking hands, the party returns to Cauldron to find that Celeste has left for other business and Davkhed is bedridden. Lord Vhalantru takes Zenith and the Splintershield banner and gives you the Splintershield Vault along with your rewards and the 6 lifetime memberships to the Cusp of the Sunrise. As reward


Male Fetchling Slayer 7/ Red Mantis 5

I will get something up soon on the factions..


And this should catch everyone up

Demonskar Legacy

Tercival’s Challenge:
Grumbling in the city over the taxes and the increased guard presence to include the augmenting half-orc mercenary forces had gotten significant. Crime is still up and there is no visible change to the city from the increased revenue other than the additional guards. A general assembly is called and fliers are posted. Turns out that the much maligned merchant Maavu Arlintal has prepared a speech articulating what everyone is concerned about and then surprisingly mentions that Sir Alex Tercival, the last of a noble family, paladin of Iomedae and childhood friend of Jenya, has issued a challenge to Captain Terseon Skellerang. An interesting nuance of Cauldron’s law allows the Captain to be challenged in single combat by one of the 5 founding families, which the Tercivals were one of.

<Using Sam’s notes from a live session below>

“Then the town guard showed, and in the process of trying to shut Maavu up, all the orcs got stabbed by what appeared to be Last Laugh and the mob rioted. We saved the one member of the town guard that has been nice to us, Skylar Krewis, and while half of us did that, Maavu was attacked by a summoned Breath Drinker, a fairly powerful summon and we are not sure who did that, Nemoris put the things down from around 4 miles away. Maavu thanked us for saving his life and invited us to Redgorge if we wanted to do more to save the town. More half-orcs showed up and opened fire on the crowd killing many citizens. We stayed and helped break up the mob as much as we could and went back to our rooms beat up and exhausted. Around 3am (I think) the warning bells started going off and Jenya informed us that it was a fire alarm. We found that the inn that the half-orc guard were all staying in was on fire, and it was summoned huge fire elementals that were doing the damage. Again, a very high level summons, might have been the same person. Magma killed one of the elementals and Nemoris killed the other. Magma and I then ran into the building to save a child. (Go team awesome) We met Zarn Kyass "The Blue Duke", aka Huge Douche Canoe”, leader of the half-orc mercenaries.


Redgorge and the Chisel:

More Sam

“We went to see Lord Vhalantru, who talked out of the side of his mouth and really made me not trust anything he said, he may be dirty or just an a$$hole. Then we went and met with an antique merchant, named Tygot who Alek had been selling rare artifacts to and was considered a friend to him. He showed us several of the pieces he had bought recently and one was a plate that had a map recently carved into it, we purchased the piece, From there we rode to Redgorge to meet with Maavu. Once there we went to the Miners Inn and there we met "Honest Minstrel" no seriously, that's his name. We said the magic password, and he then led us downstairs. It was not a trap, and we met with 'The Foreman'? He is the leader of a group called 'The Chisel' who has been trying to save Cauldron for a long time, it appears that they suck at it though as the town is clearly falling into worse and worse situations. (They may be the bad guys too, hell lets just kill them all and let God decide!) They knew about Alek's challenge though they did not think it was a good idea and they think that he may be possessed, (The Lord Mayor also said that Alex's challenge was voided since they also heard rumors that he was possessed), NPCs: Nidrama - Movanic Deva (Angel) that is supposedly protecting this area for a long time (not 100% sure she's doing her job, seriously, this whole region is going to hell in a handbag). Nabthatoron - Glabrezu Demon General of Demonskar Armies (Bad guy, we really don't want to run into this guy)”


The Demonskar:
The Chisel convinces you that war will break out if Alex doesn’t revoke his challenge but that you need to go find him. You track him down a river and through a jungle (meeting Nidrama along the way who says she can’t directly engage in events but is concerned) into Vaprak’s Voice within the Demonskar.

Nowzai notes: The Demonskar was both the portal to the Abyss and the Golarion home of the demon horde that Surobar Spellmason fought off centuries ago. The mystical energies of the place have even drawn wayward demons from as far off as the Worldwound. After Surobar slew the demon general, the place has been the home of minor evil but in some small numbers. Enough so, that the Mwangi have left the land and the only intelligent indigent species left in the area are the dinosaur-herding lizard-folk and the various simian creatures ... charau-ka, girralon, and even rumors of anghazani (demon-worshipping girallon) and flying apes.

You fight your way in through a horde of those simian creatures and demons and a few chimera, rescue a fire giant smith named Dugobras, find the fountain that Alex drank from and find the hags who were disguised as trumpet archons that deceived him. You find Alakast, Surobar Spellmason’s staff hidden in their room. You eventually go through an extradimensional puzzle portal (the Starry Mirror) and stumble upon Nabthatoron’s prison. You fight him but Alex is killed in the fight. With his dying breath, the voice of Nidrama says something weird about following the Sign of the Smoking Eye.


Test of the Smoking Eye

Shorter, since it’s more recent

Kaurophon appears to you in the prison plane and (as you are now aware) tricks you into going to Occipitus, a plane of the abyss created when a piece of heaven fell along with a powerful planetar named Adimarchus.
You successfully pass the Test of Judgement, Test of Resolve & Test of Sacrifice, with Nowzai sacrificing himself instead of a comrade to gain control of the plane of Occipitus along with some minor powers when not on the plane. He becomes aware that others are still able to take the test and contest him for control of the plane. Having removed a couple of the key guardians (the bebilith and the lich), the party has opened the way for many other contenders.


Hey all, this Friday, I'll be leaving the country for 2 weeks. I don't intend to post at all during that time, so please hang on until I get back!

I'll keep working the game this week as I can, and will definitely get the setup for the next chapters done. I'm changing the linear nature of the game and reworking the plot hooks to be an explanation of the events going on and will leave it up to you to decide what to follow up on and what not to. I will have a couple of red herrings in there as well, but to avoid too much thrash, most of it will be meat. Just your choice on what you want to do and how you want to approach it.

Second, please spend the time to go over the "story so far" in the past couple posts. Dialogue with the others about what you think is going on

Third, please get your equipment loot distro and sales accomplished. Purchases are still somewhat limited by what's available at Skies and other locations. For magic items, Skies' list is still on the old website (link in campaign tab). Potions and scrolls of 3rd level and 4th level and lower are readily available for purchase. Roll a d100 if you want any of those. Other items are available through your factions as listed on those tabs.

Foruth, for any crafting/crafters. Please build a priority list for your crafting followed by the number of days each takes. Post that in discussion and we'll have it for reference as time moves forward in the game.

Finally, everyone has earned some sort of faction prestige and fame. The last time you "cashed in" was the end of Zenith Trajectory. All events since then are up for decision. Everyone is a member of a faction, please post your suggested faction turn-in points and I will adjudicate them when I return. If you don't submit one in the next 3 weeks, I will assume you aren't interested.

Any questions? Hoping to get Lucky Monkey and Occipitus posts out today to give you something to work with.


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

i have the list just verifying the prices should be able to post the list before you go


Male Fetchling Slayer 7/ Red Mantis 5

DM:

The best that I can recall, with some help from your notes.

Town Guard

-Saved a member of the town guard from the riots (Tercivals Challenge)
-Helped break up the riot

Mantis

-Dalamus has kept the secret from all, including his closest of friends
-Assasinated a target without getting noticed (in the woods)(I don't remember his name)
-Not sure of the level of the person that he had assasinated

I do not recall if Dalamus had requested a target, I seem to think that I had, but it was a long time ago.


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

Any update on the list? I'm holding off on figuring out what I'm going to try and craft/buy before I know how much loot we're looking at.

Thanks!


The Skyes list is updated and loaded to the site. It's essentially the additional items. The previous ones are still there.

I assume Nemoris is asking about Magmas list.

You guys have homework. Stop slacking!

Bula from Fiji!

-Posted with Wayfinder


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

The Skyes list is updated and loaded to the site. It's essentially the additional items. The previous ones are still there.

I assume Nemoris is asking about Magmas list.

You guys have homework. Stop slacking!

Bula from Fiji!

-Posted with Wayfinder

Yes, Magma's List!

Hope Fiji is amazing!! :)


Male Fetchling Slayer 7/ Red Mantis 5

Fiji, no s@%~!!! Now I am jealous!

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