DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai ponders the doors and gemstone carvings. "These sigils appear to have some relation to a beholder's eye rays. The petrified man above, and these indicating death... and telekinesis?" He shakes his head. "An educated guess, at best."

"I cannot cast a death spell -- necromancy is a vile art I make pains to avoid -- but I can cast telekinesis. When you are all ready, I will attempt to open this one," Nowzai indicates the 'floating box' door.

When ready, will cast telekinesis on it...


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

Epik moves a safe distance out of the room and then nods at Nowzai. "Do it."


Nowzai casts the spell and a blue ray shoots from his head toward the central eye's gem.

The door makes some dull grinding noises, then splits into three sections. Each section quickly retracts into part of the adjoining doorframe. Once the three sections have fully retracted, the passage stands open.

Beyond, bricks cover the walls, floor, and ceiling of this twenty-foot-high vault. Some of the bricks in the north wall have been neatly removed, creating rows of cubbyholes and giving it a slightly pockmarked look. Many of the cubbyholes hold bits of treasure.

Perception DC35:
Hidden embedded in but flush with the floor are two perfectly formed and expertly humanoid-shaped cutouts lying flat. They are about 15 feet long each.


Male Fetchling Slayer 7/ Red Mantis 5

Perception
1d20 + 17 ⇒ (19) + 17 = 36

"Wait, look at these humanoids hidden in the walls. This may be a trap of some sort, let me take a look around to make sure that we don't accidentally awaken them"

Disable Device
1d20 + 18 ⇒ (5) + 18 = 23


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai nods to Dalamus's warning and stands back. He spends the time scanning the room with detect magic.


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:

Walks up next to Dalamus. "A sword through these creatures may be the only way to disarm this trap."


Male Human Wizard (Conjuror) 10 / Loremaster 4

What are they? Golems?


Nowzai gets a few hits of magic off a couple of alcoves, but at this distance can't make them out.

He studies the humanoid forms in the floor.

Knowledge Arcana DC28:

The creatures in the floor are definitely golems, and based on their shape and flattened form are of the flagstone variety, however they appear to me much larger and likely held with a larger elemental which means they are probably more powerful than a standard flagstone golem.
You obviously have yet to trigger whatever commands the golem is following that would cause them to attack, but you are certain it will defend itself if attacked in its dormant state.

Dalamus doesn't find any device attached to the creatures in the floor, but does become increasingly aware that the door to the room will close within 3 minutes.


Male Fetchling Slayer 7/ Red Mantis 5

"We better make a choice quick, we have very little time before these doors close. Maybe we just go through and deal with these creatures when they animate."


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

Epik frowns as he scans the room, "Perhaps we can avoid disturbing the beasts if we don't walk on them. Dalamus, can you move into the room without stepping on them?"


Male Human Wizard (Conjuror) 10 / Loremaster 4

Knowledge (arcana): 1d20 + 22 ⇒ (3) + 22 = 25

Nowzai frowns, unable to determine the creatures' nature.


Male Fetchling Slayer 7/ Red Mantis 5

"I can try"

What roll do you want for this check, assuming that one is even necessary. Dex?


They are easy enough to avoid since you know where they are. They do not respond as you enter the room.


Male Human Wizard (Conjuror) 10 / Loremaster 4

If it is safe, Nowzai will follow Dalamus cautiously to get a closer look at the magic items. He will use his slippers to walk the walls, if necessary.


A cursory glance at the room and a quick inventory of the magic items gives you the below info. It takes roughly a minute to do so.

The alcoves appear to contain 24 ceramic urns, 7 painted urns, pouches of something, candlesticks, crowns and scepters, necklaces and bracelets, braziers, cases, chessboards and sashes.

The magic items that radiate are a wand, an amulet, a scroll, a ring and a starknife emblazoned with a symbol of Desna.


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

Epik remains outside the room - ready to come to the assistance of the others if the creatures attack.


Male Fetchling Slayer 7/ Red Mantis 5

"We don't have much time, those doors will be closing, we should grab as much as we can and leave this room. We can figure out what it means outside of here"

Dalamus will start to collect the things as quickly as possible, unless there is strong objection.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will help gather the magic valuables, avoiding the golems.


As soon as Dalamus grabs an item and Nowzai moves to follow, the two creatures sit up out of the floor.

Initiative and actions if you beat Init: 1d20 - 1 ⇒ (8) - 1 = 7


Male Fetchling Slayer 7/ Red Mantis 5

Initiative

1d20 + 5 ⇒ (2) + 5 = 7

Assuming my dex bonus is better than theirs is

Dalamus will activate haste, and move as quickly as possible to collect the items, ignoring for the moment the two creatures.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6


Dalamus, note you can essentially grab 1 item per move action, so 2 items per round. With haste, I will allow a third grab, if you will. I will select those items randomly unless otherwise directed


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:

init: 1d20 + 1 ⇒ (5) + 1 = 6


Male Fetchling Slayer 7/ Red Mantis 5

Randomly is fine with me, I will grab the three....No one can roll over a 7 initiative? crazy!


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

Init - 1d20 + 7 ⇒ (13) + 7 = 20

Are the doors too big for then to come out of?

Dalamus said we don't have much time before the doors close, was there a check that was made that gave us that info? I didn't see anything when I looked back.

If we know how long it takes to close I wanted to try and lure one into the doorway to a Take Damage and B maybe lock the door open


You know what Dalamus told you. He was the one searching and gaining information on the device

The doors are 10 feet across and the constructs are large

Since you will act first, what is your specific action?


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

Knowing he can't do much to the golems himself, Sam quickly moves into the room and starts helping collect loot

Hasting himself as a free action he will move past the golems and collect any magic items left and then start on the "crowns and scepters"


Init: Sam, Dalamus, Golems, Epik, Nowzai, Magma, Jenya

Sam darts into the room to the west side, not knowing what's magic, he grabs the first possible thing that might be, a wand.

Dalamus sweeps three items off into a bag before the golems are able to react.

The two golems arise from the floor, their stone parts getting less flat and more rounded as they lash out at Sam and Dalamus respectively.

Attack vs Sam: 1d20 + 24 ⇒ (10) + 24 = 34; HIT!
Damage: 2d10 + 11 ⇒ (10, 6) + 11 = 27 + make a DC19 Fort Save or be stunned 1 round

Attack vs Dalamus: 1d20 + 24 ⇒ (12) + 24 = 36; HIT!
Damage: 2d10 + 11 ⇒ (3, 4) + 11 = 18 + make a DC19 Fort Save or be stunned 1 round

A deep mechanical voice erupts from each of them near simultaneously, "Stop. Thief."

At Epik for action. Posts from everyone.


Male Fetchling Slayer 7/ Red Mantis 5

Fort Save

1d20 + 8 ⇒ (4) + 8 = 12

That is a big bag of suck!!


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

Epik power attacks the nearest golem.

Power Attack: 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
damage: 2d6 + 7 + 9 ⇒ (6, 5) + 7 + 9 = 27

Power Attack: 1d20 + 12 - 3 ⇒ (5) + 12 - 3 = 14
damage: 2d6 + 7 + 9 ⇒ (3, 2) + 7 + 9 = 21;

Power Attack: 1d20 + 7 - 3 ⇒ (20) + 7 - 3 = 24
damage: 2d6 + 7 + 9 ⇒ (3, 6) + 7 + 9 = 25;

Crit: 1d20 + 7 - 3 ⇒ (6) + 7 - 3 = 10
damage: 2d6 + 7 + 9 ⇒ (6, 3) + 7 + 9 = 25;


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

int
1d20 + 4 ⇒ (14) + 4 = 18

will follow Epik into the room

attacking the same Golem

1d20 + 20 ⇒ (8) + 20 = 28 damage 2d6 + 17 ⇒ (4, 6) + 17 = 27

1d20 + 15 ⇒ (6) + 15 = 21 damage 2d6 + 17 ⇒ (5, 4) + 17 = 26


Male Human Wizard (Conjuror) 10 / Loremaster 4

Yeah, we're kinda paying for our greed here...

Nowzai frowns and casts a spell, aiming a destructive green ray at the west golem.

Disintegrate (ranged touch): 1d20 + 9 ⇒ (5) + 9 = 14; Damage: 24d6 ⇒ (4, 4, 2, 5, 5, 1, 5, 6, 2, 6, 4, 4, 4, 3, 4, 2, 6, 3, 5, 1, 6, 2, 6, 1) = 91 ... DC 24 Fort save or take only first 5d6
SR?: 1d20 + 14 ⇒ (17) + 14 = 31


Male Fetchling Slayer 7/ Red Mantis 5

Hey man....This is what the rogue is all about!! :)


Epik swings at the nearest golem, his blade slicing through it like butter on the first swing. His second two deflect off the hard plating.

Nowzai's spell fires and slams into the golem and then ... fizzles, ineffectively.

Magma follows up with a single devastating smash, hammering a hole into the golem's side. (You are using an adamantine weapon as well, correct?)

At Sam ... Dalamus is stunned


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

Fort Save - 1d20 + 12 ⇒ (13) + 12 = 25

With an adamantine weapon himself, Sam continues to try and gather loot


Sam grabs two more items before the golems assault again pounding the two thieves with devastating blows.

To hit Sam: 1d20 + 24 ⇒ (20) + 24 = 44; Crit?: 1d20 + 24 ⇒ (10) + 24 = 34; CRIT!; Damage: 4d10 + 22 ⇒ (7, 10, 8, 5) + 22 = 52 + make a DC19 Fort Save or be stunned 1 round
To hit Sam: 1d20 + 24 ⇒ (12) + 24 = 36; HIT!; Damage: 2d10 + 11 ⇒ (9, 2) + 11 = 22 + make a DC19 Fort Save or be stunned 1 round

To hit Dalamus: 1d20 + 24 ⇒ (6) + 24 = 30; HIT!; Damage: 2d10 + 11 ⇒ (2, 7) + 11 = 20 + make a DC19 Fort Save or be stunned 1 round
To hit Dalamus: 1d20 + 24 ⇒ (19) + 24 = 43; HIT!; Damage: 2d10 + 11 ⇒ (4, 8) + 11 = 23 + make a DC19 Fort Save or be stunned 1 round

A pulse of magic bursts out of the western golem causing everyone within 10 feet to feel constrained and sluggish. (Sam, Epik, Magma make a DC17 Will Save or be slowed for 7 rounds)

At Epik


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:

Will: 1d20 + 17 ⇒ (1) + 17 = 18

Epik continues to power attack the same golem.

Power Attack: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
damage: 2d6 + 7 + 9 ⇒ (4, 6) + 7 + 9 = 26

Power Attack: 1d20 + 12 - 3 ⇒ (2) + 12 - 3 = 11
damage: 2d6 + 7 + 9 ⇒ (2, 3) + 7 + 9 = 21;

Power Attack: 1d20 + 7 - 3 ⇒ (14) + 7 - 3 = 18
damage: 2d6 + 7 + 9 ⇒ (3, 6) + 7 + 9 = 25;


Male Fetchling Slayer 7/ Red Mantis 5

Fort Save
1d20 + 8 ⇒ (9) + 8 = 17

Fort Save
1d20 + 8 ⇒ (3) + 8 = 11

Well that pretty much is it for Dalamus....stunned to just get pummeled. What exactly are they hitting us with?


Their fists


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

Fort Save - 1d20 + 12 ⇒ (19) + 12 = 31

Fort Save - 1d20 + 12 ⇒ (15) + 12 = 27

Will Save - 1d20 + 13 ⇒ (4) + 13 = 17

I am hasted, I thought you were allowing us to grab 3

Sam will defensively cast Invis and move away from the golems

Defensive Cast DC 19 - 1d20 + 19 ⇒ (8) + 19 = 27

Stealth - 1d20 + 37 ⇒ (20) + 37 = 57


Male Human Wizard (Conjuror) 10 / Loremaster 4

With an adamantine weapon, why isn't Sama'el attacking?

Nowzai casts a spell at the floor of the eastern golem, creating a gaping pit that stinks of acid.

Acid pit: DC 23 Reflex save or fall 60 feet, plus 2d6 acid damage per round. 13 rounds duration. Climb DC 30 to escape.

Recommend Epik moves west...


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

I don't have an adamantine weapon sadly, that post should have said, without an adamantine weapon


How many HPs does Dalamus have? Looking back through the 2 fights ... he took 77 in the first fight, received 14 in healing (which seems stupid with a cleric in the party) and just took another 61 ... the golem won't hit you again if you're down, but the math doesn't work out there for me ... looks like -32 from 2 hits, but the golem would've stopped after one, so Dalamus is at -9? If that's the case, the golem would step to the north to pursue Sam (who was over on the west side before his token moved)

Init: Sam, Dalamus, Golems, Epik, Nowzai, Magma, Jenya

Epik bangs his greatsword ineffectually against the stone warrior to the west, right before Nowzai drops the eastern one into a pit of acid.

Reflex: 1d20 + 4 ⇒ (5) + 4 = 9
Fall Damage: 5d6 ⇒ (4, 4, 2, 4, 6) = 20
Acid Damage: 2d6 ⇒ (6, 3) = 9

Magma & Jenya?

Sam is able to disappear (and grab 3 items last round).


I completely forgot about Jenya, though I did have her ask after her last channel after the last fight how everyone was looking but unless someone says they are hurting I have no way of knowing how bad people are

If you will let me retcon a couple of rounds for her she would channel a her last 3 channels

Channel - 5d6 ⇒ (3, 2, 4, 1, 6) = 16

Channel - 5d6 ⇒ (5, 3, 1, 1, 3) = 13

Channel - 5d6 ⇒ (1, 3, 5, 2, 6) = 17


Male Fetchling Slayer 7/ Red Mantis 5

I need to look back because I have it as 21HP left, but I might have missed some of the damage that you listed above or made a save for half. Either way, i will look back and figure it out. Probably not going to have time for a few hours though


I assumed Dalamus took no damage from all of the force blasts, due to evasion. The damage I listed above was all physical. 8 attacks or so from the demodand and then the three hits from the golem. You can add in Jenya's retcon channels above, which would put you at +14 by my count


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

move to attack the wounded golem (yes on Adamanite)

will
1d20 + 11 ⇒ (15) + 11 = 26

Attack
1d20 + 20 ⇒ (11) + 20 = 31 damage 2d6 + 17 ⇒ (4, 4) + 17 = 25

1d20 + 15 ⇒ (14) + 15 = 29 damage 2d6 + 17 ⇒ (6, 6) + 17 = 29


Male Fetchling Slayer 7/ Red Mantis 5

Ok I must have missed something. I was going to go and look back through it, but you already did so I won't bother. That means he is worse off even after the healing from Jenya....Damn!


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

Sam will drink a potion of cure mod 2d8 + 3 ⇒ (3, 6) + 3 = 12 and draw his sword


Just realized I owed you reflex saves for the other golem

Reflex: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Reflex: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

The other golem slides into the pit on top of the first.

Damage: 5d6 ⇒ (2, 3, 1, 1, 2) = 9

Actions? Pit will be up for a few more rounds

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